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# Solve.mjs Log - 2025-12-07T23:51:34.180Z
[2025-12-07T23:51:34.181Z] [INFO] 📁 Log file: /home/hive/solve-2025-12-07T23-51-34-180Z.log
[2025-12-07T23:51:34.183Z] [INFO] (All output will be logged here)
[2025-12-07T23:51:34.680Z] [INFO]
[2025-12-07T23:51:34.680Z] [INFO] 🚀 solve v0.37.18
[2025-12-07T23:51:34.680Z] [INFO] 🔧 Raw command executed:
[2025-12-07T23:51:34.681Z] [INFO] /home/hive/.nvm/versions/node/v20.19.6/bin/node /home/hive/.bun/bin/solve https://github.com/uselessgoddess/nhack/pull/2 --model opus --auto-fork --auto-continue --attach-logs --verbose --no-tool-check
[2025-12-07T23:51:34.681Z] [INFO]
[2025-12-07T23:51:34.692Z] [INFO]
[2025-12-07T23:51:34.693Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2025-12-07T23:51:34.693Z] [INFO]
[2025-12-07T23:51:34.694Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2025-12-07T23:51:34.694Z] [INFO] The log may contain sensitive information such as:
[2025-12-07T23:51:34.694Z] [INFO] • API keys, tokens, or secrets
[2025-12-07T23:51:34.694Z] [INFO] • File paths and directory structures
[2025-12-07T23:51:34.694Z] [INFO] • Command outputs and error messages
[2025-12-07T23:51:34.695Z] [INFO] • Internal system information
[2025-12-07T23:51:34.695Z] [INFO]
[2025-12-07T23:51:34.695Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2025-12-07T23:51:34.695Z] [INFO] might contain sensitive data that should not be shared publicly.
[2025-12-07T23:51:34.695Z] [INFO]
[2025-12-07T23:51:34.695Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2025-12-07T23:51:34.696Z] [INFO]
[2025-12-07T23:51:39.701Z] [INFO]
[2025-12-07T23:51:39.727Z] [INFO] 💾 Disk space check: 16497MB available (500MB required) ✅
[2025-12-07T23:51:39.729Z] [INFO] 🧠 Memory check: 10775MB available, swap: 2047MB (0MB used), total: 12822MB (256MB required) ✅
[2025-12-07T23:51:39.729Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2025-12-07T23:51:39.729Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2025-12-07T23:51:39.730Z] [INFO] 📋 URL validation:
[2025-12-07T23:51:39.730Z] [INFO] Input URL: https://github.com/uselessgoddess/nhack/pull/2
[2025-12-07T23:51:39.730Z] [INFO] Is Issue URL: false
[2025-12-07T23:51:39.730Z] [INFO] Is PR URL: true
[2025-12-07T23:51:39.730Z] [INFO] 🔍 Checking repository access for auto-fork...
[2025-12-07T23:51:40.505Z] [INFO] Repository visibility: public
[2025-12-07T23:51:40.506Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode
[2025-12-07T23:51:40.507Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled)
[2025-12-07T23:51:40.956Z] [INFO] Repository visibility: public
[2025-12-07T23:51:40.956Z] [INFO] Auto-cleanup default: false (repository is public)
[2025-12-07T23:51:40.957Z] [INFO] 🔄 Continue mode: Working with PR #2
[2025-12-07T23:51:40.957Z] [INFO] Continue mode activated: PR URL provided directly
[2025-12-07T23:51:40.958Z] [INFO] PR Number set to: 2
[2025-12-07T23:51:40.958Z] [INFO] Will fetch PR details and linked issue
[2025-12-07T23:51:41.444Z] [INFO] 🍴 Detected fork PR from konard/uselessgoddess-nhack
[2025-12-07T23:51:41.445Z] [INFO] Fork owner: konard
[2025-12-07T23:51:41.445Z] [INFO] Will clone fork repository for continue mode
[2025-12-07T23:51:41.446Z] [INFO] 📝 PR branch: issue-1-67d5bb6c6930
[2025-12-07T23:51:41.446Z] [INFO] 🔗 Found linked issue #1
[2025-12-07T23:51:41.447Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1765151501447
[2025-12-07T23:51:41.449Z] [INFO]
🍴 Fork mode: ENABLED
[2025-12-07T23:51:41.450Z] [INFO] Checking fork status...
[2025-12-07T23:51:41.755Z] [INFO] 🔍 Detecting fork conflicts...
[2025-12-07T23:51:42.642Z] [INFO] ✅ No fork conflict: Safe to proceed
[2025-12-07T23:51:42.954Z] [INFO] ✅ Fork exists: konard/uselessgoddess-nhack
[2025-12-07T23:51:42.957Z] [INFO]
📥 Cloning repository: konard/uselessgoddess-nhack
[2025-12-07T23:51:44.049Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1765151501447
[2025-12-07T23:51:44.064Z] [INFO] 🔗 Setting upstream: uselessgoddess/nhack
[2025-12-07T23:51:44.077Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2025-12-07T23:51:44.077Z] [INFO] 🔄 Fetching upstream...
[2025-12-07T23:51:44.350Z] [INFO] ✅ Upstream fetched: Successfully
[2025-12-07T23:51:44.350Z] [INFO] 🔄 Syncing default branch...
[2025-12-07T23:51:44.646Z] [INFO] ℹ️ Default branch: main
[2025-12-07T23:51:44.660Z] [INFO] ✅ Default branch synced: with upstream/main
[2025-12-07T23:51:44.661Z] [INFO] 🔄 Pushing to fork: main branch
[2025-12-07T23:51:45.086Z] [INFO] ✅ Fork updated: Default branch pushed to fork
[2025-12-07T23:51:45.087Z] [INFO]
🔍 Checking PR fork: Determining if branch is in another fork...
[2025-12-07T23:51:45.550Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote
[2025-12-07T23:51:45.629Z] [INFO]
📌 Default branch: main
[2025-12-07T23:51:45.644Z] [INFO]
🔄 Checking out PR branch: issue-1-67d5bb6c6930
[2025-12-07T23:51:45.646Z] [INFO] 📥 Fetching branches: From remote...
[2025-12-07T23:51:45.972Z] [INFO] 🔍 Verifying: Branch checkout...
[2025-12-07T23:51:45.983Z] [INFO] ✅ Branch checked out: issue-1-67d5bb6c6930
[2025-12-07T23:51:45.984Z] [INFO] ✅ Current branch: issue-1-67d5bb6c6930
[2025-12-07T23:51:45.984Z] [INFO] Branch operation: Checkout existing PR branch
[2025-12-07T23:51:45.984Z] [INFO] Branch verification: Matches expected
[2025-12-07T23:51:45.987Z] [INFO]
🔄 Continue mode: ACTIVE
[2025-12-07T23:51:45.987Z] [INFO] Using existing PR: #2
[2025-12-07T23:51:45.987Z] [INFO] PR URL: https://github.com/uselessgoddess/nhack/pull/2
[2025-12-07T23:51:45.988Z] [INFO]
🚀 Starting work session: 2025-12-07T23:51:45.988Z
[2025-12-07T23:51:46.315Z] [INFO] 📝 Converting PR: Back to draft mode...
[2025-12-07T23:51:47.010Z] [INFO] ✅ PR converted: Now in draft mode
[2025-12-07T23:51:48.039Z] [INFO] 💬 Posted: Work session start comment
[2025-12-07T23:51:48.293Z] [INFO] 👤 Current user: konard
[2025-12-07T23:51:48.294Z] [INFO]
📊 Comment counting conditions:
[2025-12-07T23:51:48.294Z] [INFO] prNumber: 2
[2025-12-07T23:51:48.294Z] [INFO] branchName: issue-1-67d5bb6c6930
[2025-12-07T23:51:48.294Z] [INFO] isContinueMode: true
[2025-12-07T23:51:48.295Z] [INFO] Will count comments: true
[2025-12-07T23:51:48.296Z] [INFO] 💬 Counting comments: Checking for new comments since last commit...
[2025-12-07T23:51:48.296Z] [INFO] PR #2 on branch: issue-1-67d5bb6c6930
[2025-12-07T23:51:48.296Z] [INFO] Owner/Repo: uselessgoddess/nhack
[2025-12-07T23:51:49.658Z] [INFO] 📅 Last commit time (from API): 2025-12-07T23:18:53.000Z
[2025-12-07T23:51:50.807Z] [INFO] 💬 New PR comments: 2
[2025-12-07T23:51:50.807Z] [INFO] 💬 New issue comments: 0
[2025-12-07T23:51:50.807Z] [INFO] Total new comments: 2
[2025-12-07T23:51:50.808Z] [INFO] Comment lines to add: Yes
[2025-12-07T23:51:50.808Z] [INFO] PR review comments fetched: 0
[2025-12-07T23:51:50.808Z] [INFO] PR conversation comments fetched: 3
[2025-12-07T23:51:50.808Z] [INFO] Total PR comments checked: 3
[2025-12-07T23:51:52.961Z] [INFO] Feedback info will be added to prompt:
[2025-12-07T23:51:52.962Z] [INFO] - Pull request description was edited after last commit
[2025-12-07T23:51:52.962Z] [INFO] - New comments on the pull request: 2
[2025-12-07T23:51:52.962Z] [INFO] 📅 Getting timestamps: From GitHub servers...
[2025-12-07T23:51:53.269Z] [INFO] 📝 Issue updated: 2025-12-07T22:59:52.000Z
[2025-12-07T23:51:53.541Z] [INFO] 💬 Comments: None found
[2025-12-07T23:51:54.052Z] [INFO] 🔀 Recent PR: 2025-12-07T23:00:45.000Z
[2025-12-07T23:51:54.053Z] [INFO]
✅ Reference time: 2025-12-07T23:00:45.000Z
[2025-12-07T23:51:54.054Z] [INFO]
🔍 Checking for uncommitted changes to include as feedback...
[2025-12-07T23:51:54.070Z] [INFO] ✅ No uncommitted changes found
[2025-12-07T23:51:54.331Z] [INFO]
📝 Final prompt structure:
[2025-12-07T23:51:54.331Z] [INFO] Characters: 457
[2025-12-07T23:51:54.332Z] [INFO] System prompt characters: 8450
[2025-12-07T23:51:54.332Z] [INFO] Feedback info: Included
[2025-12-07T23:51:54.333Z] [INFO]
🤖 Executing Claude: OPUS
[2025-12-07T23:51:54.334Z] [INFO] Model: opus
[2025-12-07T23:51:54.334Z] [INFO] Working directory: /tmp/gh-issue-solver-1765151501447
[2025-12-07T23:51:54.334Z] [INFO] Branch: issue-1-67d5bb6c6930
[2025-12-07T23:51:54.334Z] [INFO] Prompt length: 457 chars
[2025-12-07T23:51:54.334Z] [INFO] System prompt length: 8450 chars
[2025-12-07T23:51:54.334Z] [INFO] Feedback info included: Yes (2 lines)
[2025-12-07T23:51:54.355Z] [INFO] 📈 System resources before execution:
[2025-12-07T23:51:54.356Z] [INFO] Memory: MemFree: 8584320 kB
[2025-12-07T23:51:54.356Z] [INFO] Load: 0.13 0.03 0.04 1/373 651519
[2025-12-07T23:51:54.356Z] [INFO]
📝 Raw command:
[2025-12-07T23:51:54.357Z] [INFO] (cd "/tmp/gh-issue-solver-1765151501447" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-5-20251101 -p "Issue to solve: https://github.com/uselessgoddess/nhack/issues/1
Your prepared branch: issue-1-67d5bb6c6930
Your prepared working directory: /tmp/gh-issue-solver-1765151501447
Your prepared Pull Request: https://github.com/uselessgoddess/nhack/pull/2
Your forked repository: konard/uselessgoddess-nhack
Original repository (upstream): uselessgoddess/nhack
New comments on the pull request: 2
Pull request description was edited after last commit
Continue." --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo uselessgoddess/nhack --branch issue-1-67d5bb6c6930 --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo uselessgoddess/nhack --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to experiments folder.
- When your experiments can show real world use case of the software, add it to examples folder.
- When you face something extremely hard, use divide and conquer — it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it.
- When you need issue details, use gh issue view https://github.com/uselessgoddess/nhack/issues/1.
- When you need related code, use gh search code --owner uselessgoddess [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need latest comments on pull request (sorted newest first), use appropriate GitHub API commands.
- When you need latest comments on issue (sorted newest first), use appropriate GitHub API commands.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 2 --body \"your message\" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo uselessgoddess/nhack --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 2, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 2.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-1-67d5bb6c6930.
- When you finish, create a pull request from branch issue-1-67d5bb6c6930. (Note: PR 2 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-1-67d5bb6c6930.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 2 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent." | jq -c .)
[2025-12-07T23:51:54.357Z] [INFO]
[2025-12-07T23:51:54.357Z] [INFO] 📋 User prompt:
[2025-12-07T23:51:54.357Z] [INFO] ---BEGIN USER PROMPT---
[2025-12-07T23:51:54.357Z] [INFO] Issue to solve: https://github.com/uselessgoddess/nhack/issues/1
Your prepared branch: issue-1-67d5bb6c6930
Your prepared working directory: /tmp/gh-issue-solver-1765151501447
Your prepared Pull Request: https://github.com/uselessgoddess/nhack/pull/2
Your forked repository: konard/uselessgoddess-nhack
Original repository (upstream): uselessgoddess/nhack
New comments on the pull request: 2
Pull request description was edited after last commit
Continue.
[2025-12-07T23:51:54.358Z] [INFO] ---END USER PROMPT---
[2025-12-07T23:51:54.358Z] [INFO]
[2025-12-07T23:51:54.358Z] [INFO] 📋 System prompt:
[2025-12-07T23:51:54.358Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2025-12-07T23:51:54.358Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo uselessgoddess/nhack --branch issue-1-67d5bb6c6930 --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo uselessgoddess/nhack --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to experiments folder.
- When your experiments can show real world use case of the software, add it to examples folder.
- When you face something extremely hard, use divide and conquer — it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it.
- When you need issue details, use gh issue view https://github.com/uselessgoddess/nhack/issues/1.
- When you need related code, use gh search code --owner uselessgoddess [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need latest comments on pull request (sorted newest first), use appropriate GitHub API commands.
- When you need latest comments on issue (sorted newest first), use appropriate GitHub API commands.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 2 --body "your message" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo uselessgoddess/nhack --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 2, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 2.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-1-67d5bb6c6930.
- When you finish, create a pull request from branch issue-1-67d5bb6c6930. (Note: PR 2 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-1-67d5bb6c6930.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 2 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
[2025-12-07T23:51:54.359Z] [INFO] ---END SYSTEM PROMPT---
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[2025-12-07T23:52:19.125Z] [INFO] {
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"content": " 1→//! ECS Components for game entities.\n 2→\n 3→use bevy::prelude::*;\n 4→use serde::{Deserialize, Serialize};\n 5→\n 6→/// Plugin for registering game components.\n 7→pub fn plugin(app: &mut App) {\n 8→ app.register_type::<Position>()\n 9→ .register_type::<Player>()\n 10→ .register_type::<Monster>()\n 11→ .register_type::<Item>()\n 12→ .register_type::<Health>()\n 13→ .register_type::<CombatStats>()\n 14→ .register_type::<Description>()\n 15→ .register_type::<Dialogue>()\n 16→ .register_type::<Renderable>();\n 17→}\n 18→\n 19→/// Grid position in the game world.\n 20→#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\n 21→#[reflect(Component)]\n 22→pub struct Position {\n 23→ pub x: i32,\n 24→ pub y: i32,\n 25→}\n 26→\n 27→impl Position {\n 28→ pub const fn new(x: i32, y: i32) -> Self {\n 29→ Self { x, y }\n 30→ }\n 31→\n 32→ /// Manhattan distance to another position.\n 33→ pub fn distance(&self, other: &Position) -> i32 {\n 34→ (self.x - other.x).abs() + (self.y - other.y).abs()\n 35→ }\n 36→}\n 37→\n 38→/// Marker component for the player entity.\n 39→#[derive(Component, Debug, Clone, Default, Reflect)]\n 40→#[reflect(Component)]\n 41→pub struct Player;\n 42→\n 43→/// Marker component for monster entities.\n 44→#[derive(Component, Debug, Clone, Reflect)]\n 45→#[reflect(Component)]\n 46→pub struct Monster {\n 47→ pub kind: MonsterKind,\n 48→}\n 49→\n 50→/// Types of monsters in the game.\n 51→#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\n 52→pub enum MonsterKind {\n 53→ Orc,\n 54→ Goblin,\n 55→ Troll,\n 56→ Wraith,\n 57→ Skeleton,\n 58→ Demon,\n 59→}\n 60→\n 61→impl MonsterKind {\n 62→ pub fn glyph(&self) -> char {\n 63→ match self {\n 64→ MonsterKind::Orc => 'o',\n 65→ MonsterKind::Goblin => 'g',\n 66→ MonsterKind::Troll => 'T',\n 67→ MonsterKind::Wraith => 'W',\n 68→ MonsterKind::Skeleton => 's',\n 69→ MonsterKind::Demon => 'D',\n 70→ }\n 71→ }\n 72→\n 73→ pub fn name(&self) -> &'static str {\n 74→ match self {\n 75→ MonsterKind::Orc => \"Orc\",\n 76→ MonsterKind::Goblin => \"Goblin\",\n 77→ MonsterKind::Troll => \"Troll\",\n 78→ MonsterKind::Wraith => \"Wraith\",\n 79→ MonsterKind::Skeleton => \"Skeleton\",\n 80→ MonsterKind::Demon => \"Demon\",\n 81→ }\n 82→ }\n 83→}\n 84→\n 85→/// Marker component for item entities.\n 86→#[derive(Component, Debug, Clone, Reflect)]\n 87→#[reflect(Component)]\n 88→pub struct Item {\n 89→ pub kind: ItemKind,\n 90→}\n 91→\n 92→/// Types of items in the game.\n 93→#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\n 94→pub enum ItemKind {\n 95→ HealthPotion,\n 96→ Sword,\n 97→ Shield,\n 98→ Gold,\n 99→ Key,\n 100→ Scroll,\n 101→ Chest,\n 102→}\n 103→\n 104→impl ItemKind {\n 105→ pub fn glyph(&self) -> char {\n 106→ match self {\n 107→ ItemKind::HealthPotion => '!',\n 108→ ItemKind::Sword => '/',\n 109→ ItemKind::Shield => '[',\n 110→ ItemKind::Gold => '$',\n 111→ ItemKind::Key => '%',\n 112→ ItemKind::Scroll => '?',\n 113→ ItemKind::Chest => '=',\n 114→ }\n 115→ }\n 116→\n 117→ pub fn name(&self) -> &'static str {\n 118→ match self {\n 119→ ItemKind::HealthPotion => \"Health Potion\",\n 120→ ItemKind::Sword => \"Sword\",\n 121→ ItemKind::Shield => \"Shield\",\n 122→ ItemKind::Gold => \"Gold\",\n 123→ ItemKind::Key => \"Key\",\n 124→ ItemKind::Scroll => \"Scroll\",\n 125→ ItemKind::Chest => \"Chest\",\n 126→ }\n 127→ }\n 128→}\n 129→\n 130→/// Health points for entities that can take damage.\n 131→#[derive(Component, Debug, Clone, Reflect)]\n 132→#[reflect(Component)]\n 133→pub struct Health {\n 134→ pub current: i32,\n 135→ pub max: i32,\n 136→}\n 137→\n 138→impl Health {\n 139→ pub fn new(max: i32) -> Self {\n 140→ Self { current: max, max }\n 141→ }\n 142→\n 143→ pub fn take_damage(&mut self, amount: i32) {\n 144→ self.current = (self.current - amount).max(0);\n 145→ }\n 146→\n 147→ pub fn heal(&mut self, amount: i32) {\n 148→ self.current = (self.current + amount).min(self.max);\n 149→ }\n 150→\n 151→ pub fn is_dead(&self) -> bool {\n 152→ self.current <= 0\n 153→ }\n 154→\n 155→ pub fn percentage(&self) -> f32 {\n 156→ self.current as f32 / self.max as f32\n 157→ }\n 158→}\n 159→\n 160→/// Combat statistics for entities.\n 161→#[derive(Component, Debug, Clone, Reflect)]\n 162→#[reflect(Component)]\n 163→pub struct CombatStats {\n 164→ pub attack: i32,\n 165→ pub defense: i32,\n 166→}\n 167→\n 168→impl CombatStats {\n 169→ pub fn new(attack: i32, defense: i32) -> Self {\n 170→ Self { attack, defense }\n 171→ }\n 172→}\n 173→\n 174→/// AI-generated description component.\n 175→/// Populated by the AI Game Master.\n 176→#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n 177→#[reflect(Component)]\n 178→pub struct Description {\n 179→ /// Short narrative description.\n 180→ pub text: String,\n 181→ /// Horror-themed atmospheric flavor.\n 182→ pub atmosphere: String,\n 183→ /// Any special hints or lore.\n 184→ pub lore: Option<String>,\n 185→}\n 186→\n 187→/// AI-generated dialogue component for NPCs.\n 188→#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n 189→#[reflect(Component)]\n 190→pub struct Dialogue {\n 191→ /// Current dialogue line.\n 192→ pub current_line: String,\n 193→ /// Available dialogue options.\n 194→ pub options: Vec<String>,\n 195→ /// NPC's mood/disposition.\n 196→ pub mood: String,\n 197→}\n 198→\n 199→/// Visual representation in the TUI.\n 200→#[derive(Component, Debug, Clone, Reflect)]\n 201→#[reflect(Component)]\n 202→pub struct Renderable {\n 203→ pub glyph: char,\n 204→ pub fg_color: RenderColor,\n 205→ pub bg_color: RenderColor,\n 206→}\n 207→\n 208→/// Color representation for TUI rendering.\n 209→#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\n 210→pub enum RenderColor {\n 211→ Black,\n 212→ Red,\n 213→ Green,\n 214→ Yellow,\n 215→ Blue,\n 216→ Magenta,\n 217→ Cyan,\n 218→ White,\n 219→ DarkGray,\n 220→ LightRed,\n 221→ LightGreen,\n 222→ LightYellow,\n 223→ LightBlue,\n 224→ LightMagenta,\n 225→ LightCyan,\n 226→ Reset,\n 227→}\n 228→\n 229→impl Default for RenderColor {\n 230→ fn default() -> Self {\n 231→ Self::Reset\n 232→ }\n 233→}\n 234→\n 235→impl From<RenderColor> for ratatui::style::Color {\n 236→ fn from(color: RenderColor) -> Self {\n 237→ match color {\n 238→ RenderColor::Black => ratatui::style::Color::Black,\n 239→ RenderColor::Red => ratatui::style::Color::Red,\n 240→ RenderColor::Green => ratatui::style::Color::Green,\n 241→ RenderColor::Yellow => ratatui::style::Color::Yellow,\n 242→ RenderColor::Blue => ratatui::style::Color::Blue,\n 243→ RenderColor::Magenta => ratatui::style::Color::Magenta,\n 244→ RenderColor::Cyan => ratatui::style::Color::Cyan,\n 245→ RenderColor::White => ratatui::style::Color::White,\n 246→ RenderColor::DarkGray => ratatui::style::Color::DarkGray,\n 247→ RenderColor::LightRed => ratatui::style::Color::LightRed,\n 248→ RenderColor::LightGreen => ratatui::style::Color::LightGreen,\n 249→ RenderColor::LightYellow => ratatui::style::Color::LightYellow,\n 250→ RenderColor::LightBlue => ratatui::style::Color::LightBlue,\n 251→ RenderColor::LightMagenta => ratatui::style::Color::LightMagenta,\n 252→ RenderColor::LightCyan => ratatui::style::Color::LightCyan,\n 253→ RenderColor::Reset => ratatui::style::Color::Reset,\n 254→ }\n 255→ }\n 256→}\n 257→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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ECS Components for game entities.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\n/// Plugin for registering game components.\npub fn plugin(app: &mut App) {\n app.register_type::<Position>()\n .register_type::<Player>()\n .register_type::<Monster>()\n .register_type::<Item>()\n .register_type::<Health>()\n .register_type::<CombatStats>()\n .register_type::<Description>()\n .register_type::<Dialogue>()\n .register_type::<Renderable>();\n}\n\n/// Grid position in the game world.\n#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Position {\n pub x: i32,\n pub y: i32,\n}\n\nimpl Position {\n pub const fn new(x: i32, y: i32) -> Self {\n Self { x, y }\n }\n\n /// Manhattan distance to another position.\n pub fn distance(&self, other: &Position) -> i32 {\n (self.x - other.x).abs() + (self.y - other.y).abs()\n }\n}\n\n/// Marker component for the player entity.\n#[derive(Component, Debug, Clone, Default, Reflect)]\n#[reflect(Component)]\npub struct Player;\n\n/// Marker component for monster entities.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Monster {\n pub kind: MonsterKind,\n}\n\n/// Types of monsters in the game.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum MonsterKind {\n Orc,\n Goblin,\n Troll,\n Wraith,\n Skeleton,\n Demon,\n}\n\nimpl MonsterKind {\n pub fn glyph(&self) -> char {\n match self {\n MonsterKind::Orc => 'o',\n MonsterKind::Goblin => 'g',\n MonsterKind::Troll => 'T',\n MonsterKind::Wraith => 'W',\n MonsterKind::Skeleton => 's',\n MonsterKind::Demon => 'D',\n }\n }\n\n pub fn name(&self) -> &'static str {\n match self {\n MonsterKind::Orc => \"Orc\",\n MonsterKind::Goblin => \"Goblin\",\n MonsterKind::Troll => \"Troll\",\n MonsterKind::Wraith => \"Wraith\",\n MonsterKind::Skeleton => \"Skeleton\",\n MonsterKind::Demon => \"Demon\",\n }\n }\n}\n\n/// Marker component for item entities.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Item {\n pub kind: ItemKind,\n}\n\n/// Types of items in the game.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum ItemKind {\n HealthPotion,\n Sword,\n Shield,\n Gold,\n Key,\n Scroll,\n Chest,\n}\n\nimpl ItemKind {\n pub fn glyph(&self) -> char {\n match self {\n ItemKind::HealthPotion => '!',\n ItemKind::Sword => '/',\n ItemKind::Shield => '[',\n ItemKind::Gold => '$',\n ItemKind::Key => '%',\n ItemKind::Scroll => '?',\n ItemKind::Chest => '=',\n }\n }\n\n pub fn name(&self) -> &'static str {\n match self {\n ItemKind::HealthPotion => \"Health Potion\",\n ItemKind::Sword => \"Sword\",\n ItemKind::Shield => \"Shield\",\n ItemKind::Gold => \"Gold\",\n ItemKind::Key => \"Key\",\n ItemKind::Scroll => \"Scroll\",\n ItemKind::Chest => \"Chest\",\n }\n }\n}\n\n/// Health points for entities that can take damage.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Health {\n pub current: i32,\n pub max: i32,\n}\n\nimpl Health {\n pub fn new(max: i32) -> Self {\n Self { current: max, max }\n }\n\n pub fn take_damage(&mut self, amount: i32) {\n self.current = (self.current - amount).max(0);\n }\n\n pub fn heal(&mut self, amount: i32) {\n self.current = (self.current + amount).min(self.max);\n }\n\n pub fn is_dead(&self) -> bool {\n self.current <= 0\n }\n\n pub fn percentage(&self) -> f32 {\n self.current as f32 / self.max as f32\n }\n}\n\n/// Combat statistics for entities.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct CombatStats {\n pub attack: i32,\n pub defense: i32,\n}\n\nimpl CombatStats {\n pub fn new(attack: i32, defense: i32) -> Self {\n Self { attack, defense }\n }\n}\n\n/// AI-generated description component.\n/// Populated by the AI Game Master.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Description {\n /// Short narrative description.\n pub text: String,\n /// Horror-themed atmospheric flavor.\n pub atmosphere: String,\n /// Any special hints or lore.\n pub lore: Option<String>,\n}\n\n/// AI-generated dialogue component for NPCs.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Dialogue {\n /// Current dialogue line.\n pub current_line: String,\n /// Available dialogue options.\n pub options: Vec<String>,\n /// NPC's mood/disposition.\n pub mood: String,\n}\n\n/// Visual representation in the TUI.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Renderable {\n pub glyph: char,\n pub fg_color: RenderColor,\n pub bg_color: RenderColor,\n}\n\n/// Color representation for TUI rendering.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum RenderColor {\n Black,\n Red,\n Green,\n Yellow,\n Blue,\n Magenta,\n Cyan,\n White,\n DarkGray,\n LightRed,\n LightGreen,\n LightYellow,\n LightBlue,\n LightMagenta,\n LightCyan,\n Reset,\n}\n\nimpl Default for RenderColor {\n fn default() -> Self {\n Self::Reset\n }\n}\n\nimpl From<RenderColor> for ratatui::style::Color {\n fn from(color: RenderColor) -> Self {\n match color {\n RenderColor::Black => ratatui::style::Color::Black,\n RenderColor::Red => ratatui::style::Color::Red,\n RenderColor::Green => ratatui::style::Color::Green,\n RenderColor::Yellow => ratatui::style::Color::Yellow,\n RenderColor::Blue => ratatui::style::Color::Blue,\n RenderColor::Magenta => ratatui::style::Color::Magenta,\n RenderColor::Cyan => ratatui::style::Color::Cyan,\n RenderColor::White => ratatui::style::Color::White,\n RenderColor::DarkGray => ratatui::style::Color::DarkGray,\n RenderColor::LightRed => ratatui::style::Color::LightRed,\n RenderColor::LightGreen => ratatui::style::Color::LightGreen,\n RenderColor::LightYellow => ratatui::style::Color::LightYellow,\n RenderColor::LightBlue => ratatui::style::Color::LightBlue,\n RenderColor::LightMagenta => ratatui::style::Color::LightMagenta,\n RenderColor::LightCyan => ratatui::style::Color::LightCyan,\n RenderColor::Reset => ratatui::style::Color::Reset,\n }\n }\n}\n",
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[2025-12-07T23:52:34.310Z] [INFO] {
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"content": " 1→//! Core game systems for movement, combat, etc.\n 2→\n 3→use bevy::prelude::*;\n 4→\n 5→use super::{CombatStats, GameMap, Health, Monster, Player, Position};\n 6→\n 7→/// Plugin for game systems.\n 8→pub fn plugin(app: &mut App) {\n 9→ app.add_message::<MoveIntent>()\n 10→ .add_message::<CombatEvent>()\n 11→ .add_message::<GameLogEvent>()\n 12→ .init_resource::<GameLog>()\n 13→ .add_systems(\n 14→ Update,\n 15→ (\n 16→ process_movement.run_if(on_message::<MoveIntent>),\n 17→ process_combat.run_if(on_message::<CombatEvent>),\n 18→ cleanup_dead_entities,\n 19→ update_fov,\n 20→ )\n 21→ .chain(),\n 22→ );\n 23→}\n 24→\n 25→/// Message for movement intentions.\n 26→#[derive(Message, Debug)]\n 27→pub struct MoveIntent {\n 28→ pub entity: Entity,\n 29→ pub dx: i32,\n 30→ pub dy: i32,\n 31→}\n 32→\n 33→/// Message for combat actions.\n 34→#[derive(Message, Debug)]\n 35→pub struct CombatEvent {\n 36→ pub attacker: Entity,\n 37→ pub defender: Entity,\n 38→}\n 39→\n 40→/// Message for adding messages to the game log.\n 41→#[derive(Message, Debug)]\n 42→#[allow(dead_code)]\n 43→pub struct GameLogEvent {\n 44→ pub message: String,\n 45→}\n 46→\n 47→/// Resource for storing game log messages.\n 48→#[derive(Resource, Debug, Default)]\n 49→pub struct GameLog {\n 50→ pub messages: Vec<String>,\n 51→ pub max_messages: usize,\n 52→}\n 53→\n 54→impl GameLog {\n 55→ pub fn new(max_messages: usize) -> Self {\n 56→ Self {\n 57→ messages: Vec::new(),\n 58→ max_messages,\n 59→ }\n 60→ }\n 61→\n 62→ pub fn add(&mut self, message: impl Into<String>) {\n 63→ self.messages.push(message.into());\n 64→ if self.messages.len() > self.max_messages {\n 65→ self.messages.remove(0);\n 66→ }\n 67→ }\n 68→\n 69→ pub fn recent(&self, count: usize) -> impl Iterator<Item = &String> {\n 70→ self.messages.iter().rev().take(count)\n 71→ }\n 72→}\n 73→\n 74→/// Process movement intentions.\n 75→fn process_movement(\n 76→ mut messages: MessageReader<MoveIntent>,\n 77→ mut positions: Query<&mut Position>,\n 78→ monsters: Query<(Entity, &Position), With<Monster>>,\n 79→ map: Res<GameMap>,\n 80→ mut combat_messages: MessageWriter<CombatEvent>,\n 81→ mut log: ResMut<GameLog>,\n 82→) {\n 83→ for message in messages.read() {\n 84→ if let Ok(mut pos) = positions.get_mut(message.entity) {\n 85→ let new_x = pos.x + message.dx;\n 86→ let new_y = pos.y + message.dy;\n 87→\n 88→ // Check for monster at destination\n 89→ let monster_at_dest = monsters\n 90→ .iter()\n 91→ .find(|(_, monster_pos)| monster_pos.x == new_x && monster_pos.y == new_y);\n 92→\n 93→ if let Some((monster_entity, _)) = monster_at_dest {\n 94→ // Initiate combat instead of moving\n 95→ combat_messages.write(CombatEvent {\n 96→ attacker: message.entity,\n 97→ defender: monster_entity,\n 98→ });\n 99→ } else if map.is_walkable(new_x, new_y) {\n 100→ pos.x = new_x;\n 101→ pos.y = new_y;\n 102→ } else {\n 103→ log.add(\"You bump into a wall.\");\n 104→ }\n 105→ }\n 106→ }\n 107→}\n 108→\n 109→/// Process combat messages.\n 110→fn process_combat(\n 111→ mut messages: MessageReader<CombatEvent>,\n 112→ mut combatants: Query<(&CombatStats, &mut Health, Option<&Player>, Option<&Monster>)>,\n 113→ names: Query<Option<&Name>>,\n 114→ mut log: ResMut<GameLog>,\n 115→) {\n 116→ for message in messages.read() {\n 117→ let Ok([(attacker_stats, _, attacker_player, attacker_monster), (defender_stats, mut defender_health, defender_player, defender_monster)]) =\n 118→ combatants.get_many_mut([message.attacker, message.defender]) else {\n 119→ continue;\n 120→ };\n 121→\n 122→ let attacker_name = if attacker_player.is_some() {\n 123→ \"You\".to_string()\n 124→ } else if attacker_monster.is_some() {\n 125→ names\n 126→ .get(message.attacker)\n 127→ .ok()\n 128→ .flatten()\n 129→ .map(|n| n.to_string())\n 130→ .unwrap_or_else(|| \"Something\".to_string())\n 131→ } else {\n 132→ \"Something\".to_string()\n 133→ };\n 134→\n 135→ let defender_name = if defender_player.is_some() {\n 136→ \"you\".to_string()\n 137→ } else if defender_monster.is_some() {\n 138→ names\n 139→ .get(message.defender)\n 140→ .ok()\n 141→ .flatten()\n 142→ .map(|n| n.to_string())\n 143→ .unwrap_or_else(|| \"something\".to_string())\n 144→ } else {\n 145→ \"something\".to_string()\n 146→ };\n 147→\n 148→ let damage = (attacker_stats.attack - defender_stats.defense).max(0);\n 149→ defender_health.take_damage(damage);\n 150→\n 151→ if damage > 0 {\n 152→ log.add(format!(\n 153→ \"{} hits {} for {} damage!\",\n 154→ attacker_name, defender_name, damage\n 155→ ));\n 156→ } else {\n 157→ log.add(format!(\n 158→ \"{} attacks {} but does no damage.\",\n 159→ attacker_name, defender_name\n 160→ ));\n 161→ }\n 162→\n 163→ if defender_health.is_dead() {\n 164→ log.add(format!(\"{} is slain!\", defender_name));\n 165→ }\n 166→ }\n 167→}\n 168→\n 169→/// Remove dead entities from the game.\n 170→fn cleanup_dead_entities(\n 171→ mut commands: Commands,\n 172→ query: Query<(Entity, &Health), (Without<Player>, Changed<Health>)>,\n 173→) {\n 174→ for (entity, health) in &query {\n 175→ if health.is_dead() {\n 176→ commands.entity(entity).despawn();\n 177→ }\n 178→ }\n 179→}\n 180→\n 181→/// Update field of view when player moves.\n 182→fn update_fov(\n 183→ player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n 184→ mut map: ResMut<GameMap>,\n 185→) {\n 186→ if let Ok(player_pos) = player_query.single() {\n 187→ map.compute_fov(player_pos.x, player_pos.y, 8);\n 188→ }\n 189→}\n 190→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "//! Core game systems for movement, combat, etc.\n\nuse bevy::prelude::*;\n\nuse super::{CombatStats, GameMap, Health, Monster, Player, Position};\n\n/// Plugin for game systems.\npub fn plugin(app: &mut App) {\n app.add_message::<MoveIntent>()\n .add_message::<CombatEvent>()\n .add_message::<GameLogEvent>()\n .init_resource::<GameLog>()\n .add_systems(\n Update,\n (\n process_movement.run_if(on_message::<MoveIntent>),\n process_combat.run_if(on_message::<CombatEvent>),\n cleanup_dead_entities,\n update_fov,\n )\n .chain(),\n );\n}\n\n/// Message for movement intentions.\n#[derive(Message, Debug)]\npub struct MoveIntent {\n pub entity: Entity,\n pub dx: i32,\n pub dy: i32,\n}\n\n/// Message for combat actions.\n#[derive(Message, Debug)]\npub struct CombatEvent {\n pub attacker: Entity,\n pub defender: Entity,\n}\n\n/// Message for adding messages to the game log.\n#[derive(Message, Debug)]\n#[allow(dead_code)]\npub struct GameLogEvent {\n pub message: String,\n}\n\n/// Resource for storing game log messages.\n#[derive(Resource, Debug, Default)]\npub struct GameLog {\n pub messages: Vec<String>,\n pub max_messages: usize,\n}\n\nimpl GameLog {\n pub fn new(max_messages: usize) -> Self {\n Self {\n messages: Vec::new(),\n max_messages,\n }\n }\n\n pub fn add(&mut self, message: impl Into<String>) {\n self.messages.push(message.into());\n if self.messages.len() > self.max_messages {\n self.messages.remove(0);\n }\n }\n\n pub fn recent(&self, count: usize) -> impl Iterator<Item = &String> {\n self.messages.iter().rev().take(count)\n }\n}\n\n/// Process movement intentions.\nfn process_movement(\n mut messages: MessageReader<MoveIntent>,\n mut positions: Query<&mut Position>,\n monsters: Query<(Entity, &Position), With<Monster>>,\n map: Res<GameMap>,\n mut combat_messages: MessageWriter<CombatEvent>,\n mut log: ResMut<GameLog>,\n) {\n for message in messages.read() {\n if let Ok(mut pos) = positions.get_mut(message.entity) {\n let new_x = pos.x + message.dx;\n let new_y = pos.y + message.dy;\n\n // Check for monster at destination\n let monster_at_dest = monsters\n .iter()\n .find(|(_, monster_pos)| monster_pos.x == new_x && monster_pos.y == new_y);\n\n if let Some((monster_entity, _)) = monster_at_dest {\n // Initiate combat instead of moving\n combat_messages.write(CombatEvent {\n attacker: message.entity,\n defender: monster_entity,\n });\n } else if map.is_walkable(new_x, new_y) {\n pos.x = new_x;\n pos.y = new_y;\n } else {\n log.add(\"You bump into a wall.\");\n }\n }\n }\n}\n\n/// Process combat messages.\nfn process_combat(\n mut messages: MessageReader<CombatEvent>,\n mut combatants: Query<(&CombatStats, &mut Health, Option<&Player>, Option<&Monster>)>,\n names: Query<Option<&Name>>,\n mut log: ResMut<GameLog>,\n) {\n for message in messages.read() {\n let Ok([(attacker_stats, _, attacker_player, attacker_monster), (defender_stats, mut defender_health, defender_player, defender_monster)]) =\n combatants.get_many_mut([message.attacker, message.defender]) else {\n continue;\n };\n\n let attacker_name = if attacker_player.is_some() {\n \"You\".to_string()\n } else if attacker_monster.is_some() {\n names\n .get(message.attacker)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"Something\".to_string())\n } else {\n \"Something\".to_string()\n };\n\n let defender_name = if defender_player.is_some() {\n \"you\".to_string()\n } else if defender_monster.is_some() {\n names\n .get(message.defender)\n .ok()\n .flatten()\n .map(|n| n.to_string())\n .unwrap_or_else(|| \"something\".to_string())\n } else {\n \"something\".to_string()\n };\n\n let damage = (attacker_stats.attack - defender_stats.defense).max(0);\n defender_health.take_damage(damage);\n\n if damage > 0 {\n log.add(format!(\n \"{} hits {} for {} damage!\",\n attacker_name, defender_name, damage\n ));\n } else {\n log.add(format!(\n \"{} attacks {} but does no damage.\",\n attacker_name, defender_name\n ));\n }\n\n if defender_health.is_dead() {\n log.add(format!(\"{} is slain!\", defender_name));\n }\n }\n}\n\n/// Remove dead entities from the game.\nfn cleanup_dead_entities(\n mut commands: Commands,\n query: Query<(Entity, &Health), (Without<Player>, Changed<Health>)>,\n) {\n for (entity, health) in &query {\n if health.is_dead() {\n commands.entity(entity).despawn();\n }\n }\n}\n\n/// Update field of view when player moves.\nfn update_fov(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n mut map: ResMut<GameMap>,\n) {\n if let Ok(player_pos) = player_query.single() {\n map.compute_fov(player_pos.x, player_pos.y, 8);\n }\n}\n",
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[2025-12-07T23:52:34.321Z] [INFO] {
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"content": " 1→//! AI-to-ECS Bridge - Converts AI responses to ECS components.\n 2→\n 3→use bevy::prelude::*;\n 4→use serde::{Deserialize, Serialize};\n 5→\n 6→use crate::game::{Description, Dialogue, GameMap, MonsterKind, Position, Room};\n 7→\n 8→use super::client::{OllamaClient, OllamaError};\n 9→use super::prompts::{self, RoomContent};\n 10→\n 11→/// Plugin for AI bridge systems.\n 12→pub fn plugin(app: &mut App) {\n 13→ app.init_resource::<AiBridgeConfig>();\n 14→}\n 15→\n 16→/// Configuration for the AI bridge.\n 17→#[derive(Resource, Debug, Clone)]\n 18→pub struct AiBridgeConfig {\n 19→ pub model: String,\n 20→ pub ollama_url: String,\n 21→ pub enabled: bool,\n 22→}\n 23→\n 24→impl Default for AiBridgeConfig {\n 25→ fn default() -> Self {\n 26→ Self {\n 27→ model: \"llama3.2\".to_string(),\n 28→ ollama_url: \"http://localhost:11434\".to_string(),\n 29→ enabled: true,\n 30→ }\n 31→ }\n 32→}\n 33→\n 34→/// Raw AI response for room descriptions.\n 35→#[derive(Debug, Clone, Serialize, Deserialize)]\n 36→pub struct RoomD*************ponse {\n 37→ pub text: String,\n 38→ pub atmosphere: String,\n 39→ pub lore: Option<String>,\n 40→}\n 41→\n 42→impl From<RoomDescriptionResponse> for Description {\n 43→ fn from(response: RoomDescriptionResponse) -> Self {\n 44→ Description {\n 45→ text: response.text,\n 46→ atmosphere: response.atmosphere,\n 47→ lore: response.lore,\n 48→ }\n 49→ }\n 50→}\n 51→\n 52→/// Raw AI response for monster dialogue.\n 53→#[derive(Debug, Clone, Serialize, Deserialize)]\n 54→pub struct Monst*************ponse {\n 55→ pub current_line: String,\n 56→ pub options: Vec<String>,\n 57→ pub mood: String,\n 58→}\n 59→\n 60→impl From<MonsterDialogueResponse> for Dialogue {\n 61→ fn from(response: MonsterDialogueResponse) -> Self {\n 62→ Dialogue {\n 63→ current_line: response.current_line,\n 64→ options: response.options,\n 65→ mood: response.mood,\n 66→ }\n 67→ }\n 68→}\n 69→\n 70→/// Raw AI response for improvisational action interpretation.\n 71→#[derive(Debug, Clone, Serialize, Deserialize)]\n 72→pub struct Actio**********ation {\n 73→ pub success: bool,\n 74→ pub description: String,\n 75→ pub consequence: Option<String>,\n 76→ pub damage_to_player: i32,\n 77→ pub items_found: Vec<String>,\n 78→}\n 79→\n 80→/// Raw AI response for death narration.\n 81→#[derive(Debug, Clone, Serialize, Deserialize)]\n 82→pub struct DeathNarration {\n 83→ pub epitaph: String,\n 84→ pub final_words: String,\n 85→ pub legacy: String,\n 86→}\n 87→\n 88→/// Raw AI response for lore discovery.\n 89→#[derive(Debug, Clone, Serialize, Deserialize)]\n 90→pub struct LoreDiscovery {\n 91→ pub inscription: Option<String>,\n 92→ pub history: String,\n 93→ pub warning: Option<String>,\n 94→}\n 95→\n 96→/// The AI-to-ECS Bridge handles converting game state to AI prompts\n 97→/// and AI responses back to ECS components.\n 98→pub struct AiBridge {\n 99→ client: OllamaClient,\n 100→}\n 101→\n 102→impl AiBridge {\n 103→ /// Create a new AI bridge with the specified configuration.\n 104→ pub fn new(config: &AiBridgeConfig) -> Self {\n 105→ let client = OllamaClient::new(&config.model).with_url(&config.ollama_url);\n 106→ Self { client }\n 107→ }\n 108→\n 109→ /// Generate a description for a room based on its contents.\n 110→ ///\n 111→ /// # Example\n 112→ ///\n 113→ /// ```ignore\n 114→ /// let bridge = AiBridge::new(&config);\n 115→ /// let room = Room::new(0, 0, 10, 8, 3);\n 116→ /// let contents = vec![\n 117→ /// RoomContent::Monster(MonsterKind::Orc),\n 118→ /// RoomContent::Item(ItemKind::Chest),\n 119→ /// ];\n 120→ /// let description = bridge.generate_room_description(&room, &contents).await?;\n 121→ /// // description.text = \"A dank chamber with moss-covered walls...\"\n 122→ /// // description.atmosphere = \"Oppressive silence\"\n 123→ /// ```\n 124→ pub async fn generate_room_description(\n 125→ &self,\n 126→ room: &Room,\n 127→ contents: &[RoomContent],\n 128→ ) -> Result<Description, OllamaError> {\n 129→ let prompt = prompts::room_description_prompt(room, contents);\n 130→ let response: RoomD*************ponse = self.client.generate_json(&prompt).await?;\n 131→ Ok(response.into())\n 132→ }\n 133→\n 134→ /// Generate dialogue for a monster encounter.\n 135→ pub async fn generate_monster_dialogue(\n 136→ &self,\n 137→ monster: MonsterKind,\n 138→ player_health_percent: f32,\n 139→ ) -> Result<Dialogue, OllamaError> {\n 140→ let prompt = prompts::monster_dialogue_prompt(monster, player_health_percent);\n 141→ let response: Monst*************ponse = self.client.generate_json(&prompt).await?;\n 142→ Ok(response.into())\n 143→ }\n 144→\n 145→ /// Interpret an improvisational player action.\n 146→ pub async fn interpret_action(\n 147→ &self,\n 148→ action: &str,\n 149→ context: &str,\n 150→ ) -> Result<ActionInterpretation, OllamaError> {\n 151→ let prompt = prompts::interpret_action_prompt(action, context);\n 152→ self.client.generate_json(&prompt).await\n 153→ }\n 154→\n 155→ /// Generate a death narration.\n 156→ pub async fn generate_death_narration(\n 157→ &self,\n 158→ cause: &str,\n 159→ floor: i32,\n 160→ ) -> Result<DeathNarration, OllamaError> {\n 161→ let prompt = prompts::death_narration_prompt(cause, floor);\n 162→ self.client.generate_json(&prompt).await\n 163→ }\n 164→\n 165→ /// Generate lore for an item discovery.\n 166→ pub async fn generate_lore(\n 167→ &self,\n 168→ item_name: &str,\n 169→ location_description: &str,\n 170→ ) -> Result<LoreDiscovery, OllamaError> {\n 171→ let prompt = prompts::lore_discovery_prompt(item_name, location_description);\n 172→ self.client.generate_json(&prompt).await\n 173→ }\n 174→\n 175→ /// Check if the AI backend is available.\n 176→ pub async fn is_available(&self) -> bool {\n 177→ self.client.health_check().await\n 178→ }\n 179→}\n 180→\n 181→/// Build context string from game state for AI prompts.\n 182→pub fn build_game_context(\n 183→ player_pos: &Position,\n 184→ map: &GameMap,\n 185→ nearby_entities: &[(String, Position)],\n 186→) -> String {\n 187→ let room_info = map\n 188→ .room_at(player_pos.x, player_pos.y)\n 189→ .map(|r| format!(\"Room {} ({}x{})\", r.room_id, r.width, r.height))\n 190→ .unwrap_or_else(|| \"Corridor\".to_string());\n 191→\n 192→ let nearby = nearby_entities\n 193→ .iter()\n 194→ .map(|(name, pos)| format!(\"{} at ({}, {})\", name, pos.x, pos.y))\n 195→ .collect::<Vec<_>>()\n 196→ .join(\"; \");\n 197→\n 198→ format!(\n 199→ \"Player at ({}, {}). Location: {}. Floor: {}. Nearby: {}\",\n 200→ player_pos.x, player_pos.y, room_info, map.current_floor, nearby\n 201→ )\n 202→}\n 203→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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AI-to-ECS Bridge - Converts AI responses to ECS components.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse crate::game::{Description, Dialogue, GameMap, MonsterKind, Position, Room};\n\nuse super::client::{OllamaClient, OllamaError};\nuse super::prompts::{self, RoomContent};\n\n/// Plugin for AI bridge systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<AiBridgeConfig>();\n}\n\n/// Configuration for the AI bridge.\n#[derive(Resource, Debug, Clone)]\npub struct AiBridgeConfig {\n pub model: String,\n pub ollama_url: String,\n pub enabled: bool,\n}\n\nimpl Default for AiBridgeConfig {\n fn default() -> Self {\n Self {\n model: \"llama3.2\".to_string(),\n ollama_url: \"http://localhost:11434\".to_string(),\n enabled: true,\n }\n }\n}\n\n/// Raw AI response for room descriptions.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct RoomD*************ponse {\n pub text: String,\n pub atmosphere: String,\n pub lore: Option<String>,\n}\n\nimpl From<RoomDescriptionResponse> for Description {\n fn from(response: RoomDescriptionResponse) -> Self {\n Description {\n text: response.text,\n atmosphere: response.atmosphere,\n lore: response.lore,\n }\n }\n}\n\n/// Raw AI response for monster dialogue.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct Monst*************ponse {\n pub current_line: String,\n pub options: Vec<String>,\n pub mood: String,\n}\n\nimpl From<MonsterDialogueResponse> for Dialogue {\n fn from(response: MonsterDialogueResponse) -> Self {\n Dialogue {\n current_line: response.current_line,\n options: response.options,\n mood: response.mood,\n }\n }\n}\n\n/// Raw AI response for improvisational action interpretation.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct Actio**********ation {\n pub success: bool,\n pub description: String,\n pub consequence: Option<String>,\n pub damage_to_player: i32,\n pub items_found: Vec<String>,\n}\n\n/// Raw AI response for death narration.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct DeathNarration {\n pub epitaph: String,\n pub final_words: String,\n pub legacy: String,\n}\n\n/// Raw AI response for lore discovery.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct LoreDiscovery {\n pub inscription: Option<String>,\n pub history: String,\n pub warning: Option<String>,\n}\n\n/// The AI-to-ECS Bridge handles converting game state to AI prompts\n/// and AI responses back to ECS components.\npub struct AiBridge {\n client: OllamaClient,\n}\n\nimpl AiBridge {\n /// Create a new AI bridge with the specified configuration.\n pub fn new(config: &AiBridgeConfig) -> Self {\n let client = OllamaClient::new(&config.model).with_url(&config.ollama_url);\n Self { client }\n }\n\n /// Generate a description for a room based on its contents.\n ///\n /// # Example\n ///\n /// ```ignore\n /// let bridge = AiBridge::new(&config);\n /// let room = Room::new(0, 0, 10, 8, 3);\n /// let contents = vec![\n /// RoomContent::Monster(MonsterKind::Orc),\n /// RoomContent::Item(ItemKind::Chest),\n /// ];\n /// let description = bridge.generate_room_description(&room, &contents).await?;\n /// // description.text = \"A dank chamber with moss-covered walls...\"\n /// // description.atmosphere = \"Oppressive silence\"\n /// ```\n pub async fn generate_room_description(\n &self,\n room: &Room,\n contents: &[RoomContent],\n ) -> Result<Description, OllamaError> {\n let prompt = prompts::room_description_prompt(room, contents);\n let response: RoomD*************ponse = self.client.generate_json(&prompt).await?;\n Ok(response.into())\n }\n\n /// Generate dialogue for a monster encounter.\n pub async fn generate_monster_dialogue(\n &self,\n monster: MonsterKind,\n player_health_percent: f32,\n ) -> Result<Dialogue, OllamaError> {\n let prompt = prompts::monster_dialogue_prompt(monster, player_health_percent);\n let response: Monst*************ponse = self.client.generate_json(&prompt).await?;\n Ok(response.into())\n }\n\n /// Interpret an improvisational player action.\n pub async fn interpret_action(\n &self,\n action: &str,\n context: &str,\n ) -> Result<ActionInterpretation, OllamaError> {\n let prompt = prompts::interpret_action_prompt(action, context);\n self.client.generate_json(&prompt).await\n }\n\n /// Generate a death narration.\n pub async fn generate_death_narration(\n &self,\n cause: &str,\n floor: i32,\n ) -> Result<DeathNarration, OllamaError> {\n let prompt = prompts::death_narration_prompt(cause, floor);\n self.client.generate_json(&prompt).await\n }\n\n /// Generate lore for an item discovery.\n pub async fn generate_lore(\n &self,\n item_name: &str,\n location_description: &str,\n ) -> Result<LoreDiscovery, OllamaError> {\n let prompt = prompts::lore_discovery_prompt(item_name, location_description);\n self.client.generate_json(&prompt).await\n }\n\n /// Check if the AI backend is available.\n pub async fn is_available(&self) -> bool {\n self.client.health_check().await\n }\n}\n\n/// Build context string from game state for AI prompts.\npub fn build_game_context(\n player_pos: &Position,\n map: &GameMap,\n nearby_entities: &[(String, Position)],\n) -> String {\n let room_info = map\n .room_at(player_pos.x, player_pos.y)\n .map(|r| format!(\"Room {} ({}x{})\", r.room_id, r.width, r.height))\n .unwrap_or_else(|| \"Corridor\".to_string());\n\n let nearby = nearby_entities\n .iter()\n .map(|(name, pos)| format!(\"{} at ({}, {})\", name, pos.x, pos.y))\n .collect::<Vec<_>>()\n .join(\"; \");\n\n format!(\n \"Player at ({}, {}). Location: {}. Floor: {}. Nearby: {}\",\n player_pos.x, player_pos.y, room_info, map.current_floor, nearby\n )\n}\n",
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"content": " 1→//! TUI rendering system using bevy_ratatui.\n 2→\n 3→use bevy::prelude::*;\n 4→use bevy_ratatui::event::KeyMessage;\n 5→use bevy_ratatui::RatatuiContext;\n 6→use crossterm::event::{KeyCode, KeyModifiers};\n 7→use ratatui::layout::{Constraint, Direction, Layout};\n 8→\n 9→use super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\n 10→use crate::game::{GameLog, GameMap, Health, Item, Monster, MoveIntent, Player, Position};\n 11→\n 12→/// Plugin for rendering systems.\n 13→pub fn plugin(app: &mut App) {\n 14→ app.init_resource::<CurrentNarrative>()\n 15→ .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n 16→}\n 17→\n 18→/// Currently displayed AI narrative.\n 19→#[derive(Resource, Default)]\n 20→pub struct CurrentNarrative {\n 21→ pub title: String,\n 22→ pub text: String,\n 23→ pub atmosphere: Option<String>,\n 24→ pub visible: bool,\n 25→}\n 26→\n 27→/// Handle keyboard input.\n 28→fn handle_input(\n 29→ mut key_messages: MessageReader<KeyMessage>,\n 30→ mut move_messages: MessageWriter<MoveIntent>,\n 31→ player_query: Query<Entity, With<Player>>,\n 32→ mut exit: MessageWriter<bevy::app::AppExit>,\n 33→) {\n 34→ let Ok(player_entity) = player_query.single() else {\n 35→ return;\n 36→ };\n 37→\n 38→ for key_message in key_messages.read() {\n 39→ let key = &key_message.0;\n 40→\n 41→ // Check for Ctrl+C to quit\n 42→ if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n 43→ exit.write(bevy::app::AppExit::Success);\n 44→ return;\n 45→ }\n 46→\n 47→ match key.code {\n 48→ // Movement keys (vi-style and arrows)\n 49→ KeyCode::Char('h') | KeyCode::Left => {\n 50→ move_messages.write(MoveIntent {\n 51→ entity: player_entity,\n 52→ dx: -1,\n 53→ dy: 0,\n 54→ });\n 55→ }\n 56→ KeyCode::Char('j') | KeyCode::Down => {\n 57→ move_messages.write(MoveIntent {\n 58→ entity: player_entity,\n 59→ dx: 0,\n 60→ dy: 1,\n 61→ });\n 62→ }\n 63→ KeyCode::Char('k') | KeyCode::Up => {\n 64→ move_messages.write(MoveIntent {\n 65→ entity: player_entity,\n 66→ dx: 0,\n 67→ dy: -1,\n 68→ });\n 69→ }\n 70→ KeyCode::Char('l') | KeyCode::Right => {\n 71→ move_messages.write(MoveIntent {\n 72→ entity: player_entity,\n 73→ dx: 1,\n 74→ dy: 0,\n 75→ });\n 76→ }\n 77→ // Diagonal movement\n 78→ KeyCode::Char('y') => {\n 79→ move_messages.write(MoveIntent {\n 80→ entity: player_entity,\n 81→ dx: -1,\n 82→ dy: -1,\n 83→ });\n 84→ }\n 85→ KeyCode::Char('u') => {\n 86→ move_messages.write(MoveIntent {\n 87→ entity: player_entity,\n 88→ dx: 1,\n 89→ dy: -1,\n 90→ });\n 91→ }\n 92→ KeyCode::Char('b') => {\n 93→ move_messages.write(MoveIntent {\n 94→ entity: player_entity,\n 95→ dx: -1,\n 96→ dy: 1,\n 97→ });\n 98→ }\n 99→ KeyCode::Char('n') => {\n 100→ move_messages.write(MoveIntent {\n 101→ entity: player_entity,\n 102→ dx: 1,\n 103→ dy: 1,\n 104→ });\n 105→ }\n 106→ // Wait\n 107→ KeyCode::Char('.') => {\n 108→ // Do nothing, just pass time\n 109→ }\n 110→ // Quit\n 111→ KeyCode::Char('q') => {\n 112→ exit.write(bevy::app::AppExit::Success);\n 113→ }\n 114→ _ => {}\n 115→ }\n 116→ }\n 117→}\n 118→\n 119→/// Render the game UI.\n 120→fn render_ui(\n 121→ mut context: ResMut<RatatuiContext>,\n 122→ map: Res<GameMap>,\n 123→ log: Res<GameLog>,\n 124→ narrative: Res<CurrentNarrative>,\n 125→ player_query: Query<(&Position, &Health), With<Player>>,\n 126→ monster_query: Query<(&Position, &Monster)>,\n 127→ item_query: Query<(&Position, &Item)>,\n 128→) {\n 129→ let Ok((player_pos, player_health)) = player_query.single() else {\n 130→ return;\n 131→ };\n 132→\n 133→ // Collect entities for rendering\n 134→ let mut entities = Vec::new();\n 135→\n 136→ // Add monsters\n 137→ for (pos, monster) in &monster_query {\n 138→ let glyph = monster.kind.glyph();\n 139→ let color = ratatui::style::Color::Red;\n 140→ entities.push((*pos, glyph, color));\n 141→ }\n 142→\n 143→ // Add items\n 144→ for (pos, item) in &item_query {\n 145→ let glyph = item.kind.glyph();\n 146→ let color = ratatui::style::Color::Blue;\n 147→ entities.push((*pos, glyph, color));\n 148→ }\n 149→\n 150→ context\n 151→ .draw(|frame| {\n 152→ let size = frame.area();\n 153→\n 154→ // Main layout: map on left, sidebar on right\n 155→ let main_chunks = Layout::default()\n 156→ .direction(Direction::Horizontal)\n 157→ .constraints([Constraint::Min(40), Constraint::Length(25)])\n 158→ .split(size);\n 159→\n 160→ // Left side: map and messages\n 161→ let left_chunks = Layout::default()\n 162→ .direction(Direction::Vertical)\n 163→ .constraints([Constraint::Min(10), Constraint::Length(7)])\n 164→ .split(main_chunks[0]);\n 165→\n 166→ // Right sidebar: stats, narrative, help\n 167→ let right_chunks = Layout::default()\n 168→ .direction(Direction::Vertical)\n 169→ .constraints([\n 170→ Constraint::Length(6), // Stats\n 171→ Constraint::Min(8), // Narrative\n 172→ Constraint::Length(7), // Help\n 173→ ])\n 174→ .split(main_chunks[1]);\n 175→\n 176→ // Render map\n 177→ let map_widget = MapWidget::new(&map)\n 178→ .with_player(*player_pos)\n 179→ .with_entities(entities);\n 180→ frame.render_widget(map_widget, left_chunks[0]);\n 181→\n 182→ // Render message log\n 183→ let log_widget = LogWidget::new(&log).with_max_lines(5);\n 184→ frame.render_widget(log_widget, left_chunks[1]);\n 185→\n 186→ // Render stats\n 187→ let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n 188→ frame.render_widget(stats_widget, right_chunks[0]);\n 189→\n 190→ // Render narrative (if available)\n 191→ if narrative.visible {\n 192→ let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n 193→ let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n 194→ narrative_widget.with_atmosphere(atmo)\n 195→ } else {\n 196→ narrative_widget\n 197→ };\n 198→ frame.render_widget(narrative_widget, right_chunks[1]);\n 199→ }\n 200→\n 201→ // Render help\n 202→ frame.render_widget(HelpWidget, right_chunks[2]);\n 203→ })\n 204→ .expect(\"Failed to draw frame\");\n 205→}\n 206→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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TUI rendering system using bevy_ratatui.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::KeyMessage;\nuse bevy_ratatui::RatatuiContext;\nuse crossterm::event::{KeyCode, KeyModifiers};\nuse ratatui::layout::{Constraint, Direction, Layout};\n\nuse super::widgets::{HelpWidget, LogWidget, MapWidget, NarrativeWidget, StatsWidget};\nuse crate::game::{GameLog, GameMap, Health, Item, Monster, MoveIntent, Player, Position};\n\n/// Plugin for rendering systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<CurrentNarrative>()\n .add_systems(Update, (handle_input, render_ui.after(handle_input)));\n}\n\n/// Currently displayed AI narrative.\n#[derive(Resource, Default)]\npub struct CurrentNarrative {\n pub title: String,\n pub text: String,\n pub atmosphere: Option<String>,\n pub visible: bool,\n}\n\n/// Handle keyboard input.\nfn handle_input(\n mut key_messages: MessageReader<KeyMessage>,\n mut move_messages: MessageWriter<MoveIntent>,\n player_query: Query<Entity, With<Player>>,\n mut exit: MessageWriter<bevy::app::AppExit>,\n) {\n let Ok(player_entity) = player_query.single() else {\n return;\n };\n\n for key_message in key_messages.read() {\n let key = &key_message.0;\n\n // Check for Ctrl+C to quit\n if key.modifiers.contains(KeyModifiers::CONTROL) && key.code == KeyCode::Char('c') {\n exit.write(bevy::app::AppExit::Success);\n return;\n }\n\n match key.code {\n // Movement keys (vi-style and arrows)\n KeyCode::Char('h') | KeyCode::Left => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 0,\n });\n }\n KeyCode::Char('j') | KeyCode::Down => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: 1,\n });\n }\n KeyCode::Char('k') | KeyCode::Up => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 0,\n dy: -1,\n });\n }\n KeyCode::Char('l') | KeyCode::Right => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 0,\n });\n }\n // Diagonal movement\n KeyCode::Char('y') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: -1,\n });\n }\n KeyCode::Char('u') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: -1,\n });\n }\n KeyCode::Char('b') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: -1,\n dy: 1,\n });\n }\n KeyCode::Char('n') => {\n move_messages.write(MoveIntent {\n entity: player_entity,\n dx: 1,\n dy: 1,\n });\n }\n // Wait\n KeyCode::Char('.') => {\n // Do nothing, just pass time\n }\n // Quit\n KeyCode::Char('q') => {\n exit.write(bevy::app::AppExit::Success);\n }\n _ => {}\n }\n }\n}\n\n/// Render the game UI.\nfn render_ui(\n mut context: ResMut<RatatuiContext>,\n map: Res<GameMap>,\n log: Res<GameLog>,\n narrative: Res<CurrentNarrative>,\n player_query: Query<(&Position, &Health), With<Player>>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n) {\n let Ok((player_pos, player_health)) = player_query.single() else {\n return;\n };\n\n // Collect entities for rendering\n let mut entities = Vec::new();\n\n // Add monsters\n for (pos, monster) in &monster_query {\n let glyph = monster.kind.glyph();\n let color = ratatui::style::Color::Red;\n entities.push((*pos, glyph, color));\n }\n\n // Add items\n for (pos, item) in &item_query {\n let glyph = item.kind.glyph();\n let color = ratatui::style::Color::Blue;\n entities.push((*pos, glyph, color));\n }\n\n context\n .draw(|frame| {\n let size = frame.area();\n\n // Main layout: map on left, sidebar on right\n let main_chunks = Layout::default()\n .direction(Direction::Horizontal)\n .constraints([Constraint::Min(40), Constraint::Length(25)])\n .split(size);\n\n // Left side: map and messages\n let left_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([Constraint::Min(10), Constraint::Length(7)])\n .split(main_chunks[0]);\n\n // Right sidebar: stats, narrative, help\n let right_chunks = Layout::default()\n .direction(Direction::Vertical)\n .constraints([\n Constraint::Length(6), // Stats\n Constraint::Min(8), // Narrative\n Constraint::Length(7), // Help\n ])\n .split(main_chunks[1]);\n\n // Render map\n let map_widget = MapWidget::new(&map)\n .with_player(*player_pos)\n .with_entities(entities);\n frame.render_widget(map_widget, left_chunks[0]);\n\n // Render message log\n let log_widget = LogWidget::new(&log).with_max_lines(5);\n frame.render_widget(log_widget, left_chunks[1]);\n\n // Render stats\n let stats_widget = StatsWidget::new(player_health.clone(), map.current_floor, 0);\n frame.render_widget(stats_widget, right_chunks[0]);\n\n // Render narrative (if available)\n if narrative.visible {\n let narrative_widget = NarrativeWidget::new(&narrative.title, &narrative.text);\n let narrative_widget = if let Some(ref atmo) = narrative.atmosphere {\n narrative_widget.with_atmosphere(atmo)\n } else {\n narrative_widget\n };\n frame.render_widget(narrative_widget, right_chunks[1]);\n }\n\n // Render help\n frame.render_widget(HelpWidget, right_chunks[2]);\n })\n .expect(\"Failed to draw frame\");\n}\n",
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[2025-12-07T23:52:39.526Z] [INFO] {
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"content": " 1→//! Map and dungeon generation.\n 2→\n 3→use bevy::prelude::*;\n 4→use serde::{Deserialize, Serialize};\n 5→\n 6→/// Plugin for map systems.\n 7→pub fn plugin(app: &mut App) {\n 8→ app.init_resource::<GameMap>()\n 9→ .register_type::<GameMap>()\n 10→ .register_type::<Room>();\n 11→}\n 12→\n 13→/// Tile types for the dungeon map.\n 14→#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\n 15→pub enum TileType {\n 16→ Wall,\n 17→ Floor,\n 18→ Door,\n 19→ StairsDown,\n 20→ StairsUp,\n 21→}\n 22→\n 23→impl TileType {\n 24→ pub fn glyph(&self) -> char {\n 25→ match self {\n 26→ TileType::Wall => '#',\n 27→ TileType::Floor => '.',\n 28→ TileType::Door => '+',\n 29→ TileType::StairsDown => '>',\n 30→ TileType::StairsUp => '<',\n 31→ }\n 32→ }\n 33→\n 34→ pub fn is_walkable(&self) -> bool {\n 35→ matches!(\n 36→ self,\n 37→ TileType::Floor | TileType::Door | TileType::StairsDown | TileType::StairsUp\n 38→ )\n 39→ }\n 40→\n 41→ pub fn blocks_sight(&self) -> bool {\n 42→ matches!(self, TileType::Wall | TileType::Door)\n 43→ }\n 44→}\n 45→\n 46→/// A room in the dungeon.\n 47→#[derive(Debug, Clone, Reflect, Serialize, Deserialize)]\n 48→pub struct Room {\n 49→ pub x: i32,\n 50→ pub y: i32,\n 51→ pub width: i32,\n 52→ pub height: i32,\n 53→ pub room_id: usize,\n 54→}\n 55→\n 56→impl Room {\n 57→ pub fn new(x: i32, y: i32, width: i32, height: i32, room_id: usize) -> Self {\n 58→ Self {\n 59→ x,\n 60→ y,\n 61→ width,\n 62→ height,\n 63→ room_id,\n 64→ }\n 65→ }\n 66→\n 67→ pub fn center(&self) -> (i32, i32) {\n 68→ (self.x + self.width / 2, self.y + self.height / 2)\n 69→ }\n 70→\n 71→ pub fn intersects(&self, other: &Room) -> bool {\n 72→ self.x <= other.x + other.width\n 73→ && self.x + self.width >= other.x\n 74→ && self.y <= other.y + other.height\n 75→ && self.y + self.height >= other.y\n 76→ }\n 77→\n 78→ /// Check if a position is inside this room.\n 79→ pub fn contains(&self, x: i32, y: i32) -> bool {\n 80→ x >= self.x && x < self.x + self.width && y >= self.y && y < self.y + self.height\n 81→ }\n 82→}\n 83→\n 84→/// The game map resource.\n 85→#[derive(Resource, Debug, Clone, Reflect)]\n 86→#[reflect(Resource)]\n 87→pub struct GameMap {\n 88→ pub width: i32,\n 89→ pub height: i32,\n 90→ pub tiles: Vec<TileType>,\n 91→ pub rooms: Vec<Room>,\n 92→ pub current_floor: i32,\n 93→ pub revealed: Vec<bool>,\n 94→ pub visible: Vec<bool>,\n 95→}\n 96→\n 97→impl Default for GameMap {\n 98→ fn default() -> Self {\n 99→ Self::new(80, 24)\n 100→ }\n 101→}\n 102→\n 103→impl GameMap {\n 104→ pub fn new(width: i32, height: i32) -> Self {\n 105→ let size = (width * height) as usize;\n 106→ Self {\n 107→ width,\n 108→ height,\n 109→ tiles: vec![TileType::Wall; size],\n 110→ rooms: Vec::new(),\n 111→ current_floor: 1,\n 112→ revealed: vec![false; size],\n 113→ visible: vec![false; size],\n 114→ }\n 115→ }\n 116→\n 117→ /// Convert (x, y) to linear index.\n 118→ pub fn xy_idx(&self, x: i32, y: i32) -> usize {\n 119→ (y * self.width + x) as usize\n 120→ }\n 121→\n 122→ /// Check if coordinates are within bounds.\n 123→ pub fn in_bounds(&self, x: i32, y: i32) -> bool {\n 124→ x >= 0 && x < self.width && y >= 0 && y < self.height\n 125→ }\n 126→\n 127→ /// Get tile at position.\n 128→ pub fn get_tile(&self, x: i32, y: i32) -> Option<TileType> {\n 129→ if self.in_bounds(x, y) {\n 130→ Some(self.tiles[self.xy_idx(x, y)])\n 131→ } else {\n 132→ None\n 133→ }\n 134→ }\n 135→\n 136→ /// Set tile at position.\n 137→ pub fn set_tile(&mut self, x: i32, y: i32, tile: TileType) {\n 138→ if self.in_bounds(x, y) {\n 139→ let idx = self.xy_idx(x, y);\n 140→ self.tiles[idx] = tile;\n 141→ }\n 142→ }\n 143→\n 144→ /// Check if a position is walkable.\n 145→ pub fn is_walkable(&self, x: i32, y: i32) -> bool {\n 146→ self.get_tile(x, y).is_some_and(|t| t.is_walkable())\n 147→ }\n 148→\n 149→ /// Generate a simple dungeon with rooms and corridors.\n 150→ pub fn generate_dungeon(&mut self, rng: &mut impl rand::Rng) {\n 151→\n 152→ const MAX_ROOMS: usize = 10;\n 153→ const MIN_ROOM_SIZE: i32 = 4;\n 154→ const MAX_ROOM_SIZE: i32 = 10;\n 155→\n 156→ self.rooms.clear();\n 157→\n 158→ for room_id in 0..MAX_ROOMS {\n 159→ let w = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n 160→ let h = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n 161→ let x = rng.random_range(1..self.width - w - 1);\n 162→ let y = rng.random_range(1..self.height - h - 1);\n 163→\n 164→ let new_room = Room::new(x, y, w, h, room_id);\n 165→\n 166→ // Check for intersections with existing rooms\n 167→ let intersects = self.rooms.iter().any(|r| new_room.intersects(r));\n 168→\n 169→ if !intersects {\n 170→ self.carve_room(&new_room);\n 171→\n 172→ if !self.rooms.is_empty() {\n 173→ // Connect to previous room\n 174→ let (new_x, new_y) = new_room.center();\n 175→ let (prev_x, prev_y) = self.rooms.last().unwrap().center();\n 176→\n 177→ if rng.random_bool(0.5) {\n 178→ self.carve_horizontal_tunnel(prev_x, new_x, prev_y);\n 179→ self.carve_vertical_tunnel(prev_y, new_y, new_x);\n 180→ } else {\n 181→ self.carve_vertical_tunnel(prev_y, new_y, prev_x);\n 182→ self.carve_horizontal_tunnel(prev_x, new_x, new_y);\n 183→ }\n 184→ }\n 185→\n 186→ self.rooms.push(new_room);\n 187→ }\n 188→ }\n 189→\n 190→ // Place stairs in the last room\n 191→ if let Some(last_room) = self.rooms.last() {\n 192→ let (cx, cy) = last_room.center();\n 193→ self.set_tile(cx, cy, TileType::StairsDown);\n 194→ }\n 195→ }\n 196→\n 197→ fn carve_room(&mut self, room: &Room) {\n 198→ for y in room.y..room.y + room.height {\n 199→ for x in room.x..room.x + room.width {\n 200→ self.set_tile(x, y, TileType::Floor);\n 201→ }\n 202→ }\n 203→ }\n 204→\n 205→ fn carve_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {\n 206→ let (start, end) = if x1 < x2 { (x1, x2) } else { (x2, x1) };\n 207→ for x in start..=end {\n 208→ self.set_tile(x, y, TileType::Floor);\n 209→ }\n 210→ }\n 211→\n 212→ fn carve_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {\n 213→ let (start, end) = if y1 < y2 { (y1, y2) } else { (y2, y1) };\n 214→ for y in start..=end {\n 215→ self.set_tile(x, y, TileType::Floor);\n 216→ }\n 217→ }\n 218→\n 219→ /// Find which room contains a given position.\n 220→ pub fn room_at(&self, x: i32, y: i32) -> Option<&Room> {\n 221→ self.rooms.iter().find(|r| r.contains(x, y))\n 222→ }\n 223→\n 224→ /// Compute field of view from a position.\n 225→ pub fn compute_fov(&mut self, x: i32, y: i32, radius: i32) {\n 226→ // Reset visibility\n 227→ self.visible.fill(false);\n 228→\n 229→ // Simple raycasting FOV\n 230→ for angle in 0..360 {\n 231→ let rad = (angle as f32).to_radians();\n 232→ let dx = rad.cos();\n 233→ let dy = rad.sin();\n 234→\n 235→ let mut cx = x as f32 + 0.5;\n 236→ let mut cy = y as f32 + 0.5;\n 237→\n 238→ for _ in 0..radius {\n 239→ let ix = cx as i32;\n 240→ let iy = cy as i32;\n 241→\n 242→ if !self.in_bounds(ix, iy) {\n 243→ break;\n 244→ }\n 245→\n 246→ let idx = self.xy_idx(ix, iy);\n 247→ self.visible[idx] = true;\n 248→ self.revealed[idx] = true;\n 249→\n 250→ if let Some(tile) = self.get_tile(ix, iy) {\n 251→ if tile.blocks_sight() {\n 252→ break;\n 253→ }\n 254→ }\n 255→\n 256→ cx += dx;\n 257→ cy += dy;\n 258→ }\n 259→ }\n 260→ }\n 261→}\n 262→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "//! Map and dungeon generation.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\n/// Plugin for map systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<GameMap>()\n .register_type::<GameMap>()\n .register_type::<Room>();\n}\n\n/// Tile types for the dungeon map.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum TileType {\n Wall,\n Floor,\n Door,\n StairsDown,\n StairsUp,\n}\n\nimpl TileType {\n pub fn glyph(&self) -> char {\n match self {\n TileType::Wall => '#',\n TileType::Floor => '.',\n TileType::Door => '+',\n TileType::StairsDown => '>',\n TileType::StairsUp => '<',\n }\n }\n\n pub fn is_walkable(&self) -> bool {\n matches!(\n self,\n TileType::Floor | TileType::Door | TileType::StairsDown | TileType::StairsUp\n )\n }\n\n pub fn blocks_sight(&self) -> bool {\n matches!(self, TileType::Wall | TileType::Door)\n }\n}\n\n/// A room in the dungeon.\n#[derive(Debug, Clone, Reflect, Serialize, Deserialize)]\npub struct Room {\n pub x: i32,\n pub y: i32,\n pub width: i32,\n pub height: i32,\n pub room_id: usize,\n}\n\nimpl Room {\n pub fn new(x: i32, y: i32, width: i32, height: i32, room_id: usize) -> Self {\n Self {\n x,\n y,\n width,\n height,\n room_id,\n }\n }\n\n pub fn center(&self) -> (i32, i32) {\n (self.x + self.width / 2, self.y + self.height / 2)\n }\n\n pub fn intersects(&self, other: &Room) -> bool {\n self.x <= other.x + other.width\n && self.x + self.width >= other.x\n && self.y <= other.y + other.height\n && self.y + self.height >= other.y\n }\n\n /// Check if a position is inside this room.\n pub fn contains(&self, x: i32, y: i32) -> bool {\n x >= self.x && x < self.x + self.width && y >= self.y && y < self.y + self.height\n }\n}\n\n/// The game map resource.\n#[derive(Resource, Debug, Clone, Reflect)]\n#[reflect(Resource)]\npub struct GameMap {\n pub width: i32,\n pub height: i32,\n pub tiles: Vec<TileType>,\n pub rooms: Vec<Room>,\n pub current_floor: i32,\n pub revealed: Vec<bool>,\n pub visible: Vec<bool>,\n}\n\nimpl Default for GameMap {\n fn default() -> Self {\n Self::new(80, 24)\n }\n}\n\nimpl GameMap {\n pub fn new(width: i32, height: i32) -> Self {\n let size = (width * height) as usize;\n Self {\n width,\n height,\n tiles: vec![TileType::Wall; size],\n rooms: Vec::new(),\n current_floor: 1,\n revealed: vec![false; size],\n visible: vec![false; size],\n }\n }\n\n /// Convert (x, y) to linear index.\n pub fn xy_idx(&self, x: i32, y: i32) -> usize {\n (y * self.width + x) as usize\n }\n\n /// Check if coordinates are within bounds.\n pub fn in_bounds(&self, x: i32, y: i32) -> bool {\n x >= 0 && x < self.width && y >= 0 && y < self.height\n }\n\n /// Get tile at position.\n pub fn get_tile(&self, x: i32, y: i32) -> Option<TileType> {\n if self.in_bounds(x, y) {\n Some(self.tiles[self.xy_idx(x, y)])\n } else {\n None\n }\n }\n\n /// Set tile at position.\n pub fn set_tile(&mut self, x: i32, y: i32, tile: TileType) {\n if self.in_bounds(x, y) {\n let idx = self.xy_idx(x, y);\n self.tiles[idx] = tile;\n }\n }\n\n /// Check if a position is walkable.\n pub fn is_walkable(&self, x: i32, y: i32) -> bool {\n self.get_tile(x, y).is_some_and(|t| t.is_walkable())\n }\n\n /// Generate a simple dungeon with rooms and corridors.\n pub fn generate_dungeon(&mut self, rng: &mut impl rand::Rng) {\n\n const MAX_ROOMS: usize = 10;\n const MIN_ROOM_SIZE: i32 = 4;\n const MAX_ROOM_SIZE: i32 = 10;\n\n self.rooms.clear();\n\n for room_id in 0..MAX_ROOMS {\n let w = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n let h = rng.random_range(MIN_ROOM_SIZE..=MAX_ROOM_SIZE);\n let x = rng.random_range(1..self.width - w - 1);\n let y = rng.random_range(1..self.height - h - 1);\n\n let new_room = Room::new(x, y, w, h, room_id);\n\n // Check for intersections with existing rooms\n let intersects = self.rooms.iter().any(|r| new_room.intersects(r));\n\n if !intersects {\n self.carve_room(&new_room);\n\n if !self.rooms.is_empty() {\n // Connect to previous room\n let (new_x, new_y) = new_room.center();\n let (prev_x, prev_y) = self.rooms.last().unwrap().center();\n\n if rng.random_bool(0.5) {\n self.carve_horizontal_tunnel(prev_x, new_x, prev_y);\n self.carve_vertical_tunnel(prev_y, new_y, new_x);\n } else {\n self.carve_vertical_tunnel(prev_y, new_y, prev_x);\n self.carve_horizontal_tunnel(prev_x, new_x, new_y);\n }\n }\n\n self.rooms.push(new_room);\n }\n }\n\n // Place stairs in the last room\n if let Some(last_room) = self.rooms.last() {\n let (cx, cy) = last_room.center();\n self.set_tile(cx, cy, TileType::StairsDown);\n }\n }\n\n fn carve_room(&mut self, room: &Room) {\n for y in room.y..room.y + room.height {\n for x in room.x..room.x + room.width {\n self.set_tile(x, y, TileType::Floor);\n }\n }\n }\n\n fn carve_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {\n let (start, end) = if x1 < x2 { (x1, x2) } else { (x2, x1) };\n for x in start..=end {\n self.set_tile(x, y, TileType::Floor);\n }\n }\n\n fn carve_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {\n let (start, end) = if y1 < y2 { (y1, y2) } else { (y2, y1) };\n for y in start..=end {\n self.set_tile(x, y, TileType::Floor);\n }\n }\n\n /// Find which room contains a given position.\n pub fn room_at(&self, x: i32, y: i32) -> Option<&Room> {\n self.rooms.iter().find(|r| r.contains(x, y))\n }\n\n /// Compute field of view from a position.\n pub fn compute_fov(&mut self, x: i32, y: i32, radius: i32) {\n // Reset visibility\n self.visible.fill(false);\n\n // Simple raycasting FOV\n for angle in 0..360 {\n let rad = (angle as f32).to_radians();\n let dx = rad.cos();\n let dy = rad.sin();\n\n let mut cx = x as f32 + 0.5;\n let mut cy = y as f32 + 0.5;\n\n for _ in 0..radius {\n let ix = cx as i32;\n let iy = cy as i32;\n\n if !self.in_bounds(ix, iy) {\n break;\n }\n\n let idx = self.xy_idx(ix, iy);\n self.visible[idx] = true;\n self.revealed[idx] = true;\n\n if let Some(tile) = self.get_tile(ix, iy) {\n if tile.blocks_sight() {\n break;\n }\n }\n\n cx += dx;\n cy += dy;\n }\n }\n }\n}\n",
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[2025-12-07T23:52:39.553Z] [INFO] {
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"content": " 1→//! Prompt templates for AI narrative generation.\n 2→\n 3→use crate::game::{ItemKind, MonsterKind, Room};\n 4→\n 5→/// System prompt establishing the AI Game Master persona.\n 6→pub const SYSTEM_PROMPT: &str = r#\"You are the Game Master for NeuroHack, a horror-themed roguelike dungeon crawler.\n 7→Your role is to generate atmospheric, creepy descriptions that enhance the player's experience.\n 8→Always maintain a dark, foreboding tone reminiscent of Lovecraftian horror.\n 9→Be descriptive but concise - players need information quickly.\n 10→Focus on sensory details: sounds, smells, textures, and the feeling of dread.\"#;\n 11→\n 12→/// Generate a prompt for room description.\n 13→pub fn room_description_prompt(room: &Room, contents: &[RoomContent]) -> String {\n 14→ let contents_str = contents\n 15→ .iter()\n 16→ .map(|c| match c {\n 17→ RoomContent::Monster(kind) => format!(\"Monster: {}\", kind.name()),\n 18→ RoomContent::Item(kind) => format!(\"Item: {}\", kind.name()),\n 19→ })\n 20→ .collect::<Vec<_>>()\n 21→ .join(\", \");\n 22→\n 23→ format!(\n 24→ r#\"{SYSTEM_PROMPT}\n 25→\n 26→Generate a horror-themed description for a dungeon room.\n 27→\n 28→Room details:\n 29→- Room ID: {}\n 30→- Size: {}x{}\n 31→- Contents: [{}]\n 32→\n 33→Respond with ONLY a JSON object in this exact format:\n 34→{{\n 35→ \"text\": \"A 1-2 sentence description of the room's appearance\",\n 36→ \"atmosphere\": \"A short phrase describing the feeling/atmosphere\",\n 37→ \"lore\": \"Optional hint about the room's history or a dark secret (null if none)\"\n 38→}}\n 39→\n 40→Be creative but stay within the horror theme. The description should make the player feel uneasy.\"#,\n 41→ room.room_id, room.width, room.height, contents_str\n 42→ )\n 43→}\n 44→\n 45→/// Content types that can be in a room.\n 46→pub enum RoomContent {\n 47→ Monster(MonsterKind),\n 48→ Item(ItemKind),\n 49→}\n 50→\n 51→/// Generate a prompt for monster encounter dialogue.\n 52→pub fn monster_dialogue_prompt(monster: MonsterKind, player_health_percent: f32) -> String {\n 53→ let health_state = if playe***********rcent > 0.7 {\n 54→ \"healthy and strong\"\n 55→ } else if playe***********rcent > 0.3 {\n 56→ \"wounded but standing\"\n 57→ } else {\n 58→ \"near death, barely conscious\"\n 59→ };\n 60→\n 61→ format!(\n 62→ r#\"{SYSTEM_PROMPT}\n 63→\n 64→A player encounters a {} in the dungeon. The player appears {}.\n 65→\n 66→Generate dialogue/sounds for this monster encounter.\n 67→\n 68→Respond with ONLY a JSON object in this exact format:\n 69→{{\n 70→ \"current_line\": \"What the monster says, growls, or the sound it makes\",\n 71→ \"options\": [\"Possible player response 1\", \"Possible player response 2\"],\n 72→ \"mood\": \"The monster's current disposition (aggressive, curious, hungry, etc.)\"\n 73→}}\n 74→\n 75→Make it atmospheric and unsettling. Monsters can speak in broken common, ancient tongues, or just make threatening sounds.\"#,\n 76→ monster.name(),\n 77→ health_state\n 78→ )\n 79→}\n 80→\n 81→/// Generate a prompt for interpreting improvisational player actions.\n 82→pub fn interpret_action_prompt(action: &str, context: &str) -> String {\n 83→ format!(\n 84→ r#\"{SYSTEM_PROMPT}\n 85→\n 86→The player attempts an unusual action in the dungeon.\n 87→\n 88→Current context: {}\n 89→Player's action: \"{}\"\n 90→\n 91→Determine if this action is:\n 92→1. Possible given the environment\n 93→2. What the outcome should be\n 94→3. Any consequences or discoveries\n 95→\n 96→Respond with ONLY a JSON object in this exact format:\n 97→{{\n 98→ \"success\": true or false,\n 99→ \"description\": \"What happens when the player attempts this\",\n 100→ \"consequence\": \"Any lasting effect or discovery (null if none)\",\n 101→ \"damage_to_player\": 0 (number, if the action hurts them),\n 102→ \"items_found\": [] (array of item names discovered, empty if none)\n 103→}}\n 104→\n 105→Be fair but maintain the horror atmosphere. Creative actions should sometimes be rewarded.\"#,\n 106→ context, action\n 107→ )\n 108→}\n 109→\n 110→/// Generate a prompt for death narration.\n 111→pub fn death_narration_prompt(cause: &str, floor: i32) -> String {\n 112→ format!(\n 113→ r#\"{SYSTEM_PROMPT}\n 114→\n 115→The player has died in the dungeon.\n 116→\n 117→Cause of death: {}\n 118→Dungeon floor reached: {}\n 119→\n 120→Write a dramatic, haunting epitaph for this fallen adventurer.\n 121→\n 122→Respond with ONLY a JSON object in this exact format:\n 123→{{\n 124→ \"epitaph\": \"A 2-3 sentence dramatic description of the player's demise\",\n 125→ \"final_words\": \"The last thought that crossed their mind\",\n 126→ \"legacy\": \"What whispers will tell of this adventurer\"\n 127→}}\n 128→\n 129→Make it memorable and appropriately grim.\"#,\n 130→ cause, floor\n 131→ )\n 132→}\n 133→\n 134→/// Generate a prompt for discovering lore.\n 135→pub fn lore_discovery_prompt(item_name: &str, location_description: &str) -> String {\n 136→ format!(\n 137→ r#\"{SYSTEM_PROMPT}\n 138→\n 139→The player examines an interesting object in the dungeon.\n 140→\n 141→Object: {}\n 142→Found in: {}\n 143→\n 144→Generate mysterious lore about this object.\n 145→\n 146→Respond with ONLY a JSON object in this exact format:\n 147→{{\n 148→ \"inscription\": \"Any writing or symbols on the object (null if none)\",\n 149→ \"history\": \"A brief, cryptic hint about the object's origin\",\n 150→ \"warning\": \"An ominous feeling or premonition (null if benign)\"\n 151→}}\n 152→\n 153→Keep it mysterious. Lore should hint at a larger, darker story.\"#,\n 154→ item_name, location_description\n 155→ )\n 156→}\n 157→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " 1→//! Custom TUI widgets for the game.\n 2→\n 3→use ratatui::{\n 4→ buffer::Buffer,\n 5→ layout::Rect,\n 6→ style::{Color, Modifier, Style},\n 7→ text::{Line, Span},\n 8→ widgets::{Block, Borders, Paragraph, Widget},\n 9→};\n 10→\n 11→use crate::game::{GameLog, GameMap, Health, Position, TileType};\n 12→\n 13→/// Widget for rendering the dungeon map.\n 14→pub struct MapWidget<'a> {\n 15→ map: &'a GameMap,\n 16→ player_pos: Option<Position>,\n 17→ entities: Vec<(Position, char, Color)>,\n 18→}\n 19→\n 20→impl<'a> MapWidget<'a> {\n 21→ pub fn new(map: &'a GameMap) -> Self {\n 22→ Self {\n 23→ map,\n 24→ player_pos: None,\n 25→ entities: Vec::new(),\n 26→ }\n 27→ }\n 28→\n 29→ pub fn with_player(mut self, pos: Position) -> Self {\n 30→ self.player_pos = Some(pos);\n 31→ self\n 32→ }\n 33→\n 34→ #[allow(dead_code)]\n 35→ pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {\n 36→ self.entities.push((pos, glyph, color));\n 37→ self\n 38→ }\n 39→\n 40→ pub fn with_entities(mut self, entities: Vec<(Position, char, Color)>) -> Self {\n 41→ self.entities = entities;\n 42→ self\n 43→ }\n 44→}\n 45→\n 46→impl Widget for MapWidget<'_> {\n 47→ fn render(self, area: Rect, buf: &mut Buffer) {\n 48→ let block = Block::default()\n 49→ .title(\" Dungeon \")\n 50→ .borders(Borders::ALL)\n 51→ .border_style(Style::default().fg(Color::DarkGray));\n 52→\n 53→ let inner = block.inner(area);\n 54→ block.render(area, buf);\n 55→\n 56→ // Calculate viewport offset to center on player\n 57→ let (offset_x, offset_y) = if let Some(player_pos) = self.player_pos {\n 58→ let center_x = inner.width as i32 / 2;\n 59→ let center_y = inner.height as i32 / 2;\n 60→ (player_pos.x - center_x, player_pos.y - center_y)\n 61→ } else {\n 62→ (0, 0)\n 63→ };\n 64→\n 65→ // Render tiles\n 66→ for screen_y in 0..inner.height {\n 67→ for screen_x in 0..inner.width {\n 68→ let map_x = screen_x as i32 + offset_x;\n 69→ let map_y = screen_y as i32 + offset_y;\n 70→\n 71→ if !self.map.in_bounds(map_x, map_y) {\n 72→ continue;\n 73→ }\n 74→\n 75→ let idx = self.map.xy_idx(map_x, map_y);\n 76→ let visible = self.map.visible.get(idx).copied().unwrap_or(false);\n 77→ let revealed = self.map.revealed.get(idx).copied().unwrap_or(false);\n 78→\n 79→ if !revealed {\n 80→ continue;\n 81→ }\n 82→\n 83→ let tile = self.map.tiles[idx];\n 84→ let (glyph, fg) = tile_appearance(tile, visible);\n 85→\n 86→ buf[(inner.x + screen_x, inner.y + screen_y)]\n 87→ .set_char(glyph)\n 88→ .set_fg(fg);\n 89→ }\n 90→ }\n 91→\n 92→ // Render entities\n 93→ for (pos, glyph, color) in &self.entities {\n 94→ let screen_x = (pos.x - offset_x) as u16;\n 95→ let screen_y = (pos.y - offset_y) as u16;\n 96→\n 97→ if screen_x < inner.width && screen_y < inner.height {\n 98→ let idx = self.map.xy_idx(pos.x, pos.y);\n 99→ if self.map.visible.get(idx).copied().unwrap_or(false) {\n 100→ buf[(inner.x + screen_x, inner.y + screen_y)]\n 101→ .set_char(*glyph)\n 102→ .set_fg(*color);\n 103→ }\n 104→ }\n 105→ }\n 106→\n 107→ // Render player (always on top)\n 108→ if let Some(player_pos) = self.player_pos {\n 109→ let screen_x = (player_pos.x - offset_x) as u16;\n 110→ let screen_y = (player_pos.y - offset_y) as u16;\n 111→\n 112→ if screen_x < inner.width && screen_y < inner.height {\n 113→ buf[(inner.x + screen_x, inner.y + screen_y)]\n 114→ .set_char('@')\n 115→ .set_fg(Color::Yellow)\n 116→ .set_style(Style::default().add_modifier(Modifier::BOLD));\n 117→ }\n 118→ }\n 119→ }\n 120→}\n 121→\n 122→fn tile_appearance(tile: TileType, visible: bool) -> (char, Color) {\n 123→ let glyph = tile.glyph();\n 124→ let fg = match tile {\n 125→ TileType::Wall => {\n 126→ if visible {\n 127→ Color::White\n 128→ } else {\n 129→ Color::DarkGray\n 130→ }\n 131→ }\n 132→ TileType::Floor => {\n 133→ if visible {\n 134→ Color::Gray\n 135→ } else {\n 136→ Color::DarkGray\n 137→ }\n 138→ }\n 139→ TileType::Door => {\n 140→ if visible {\n 141→ Color::Yellow\n 142→ } else {\n 143→ Color::DarkGray\n 144→ }\n 145→ }\n 146→ TileType::StairsDown | TileType::StairsUp => {\n 147→ if visible {\n 148→ Color::Cyan\n 149→ } else {\n 150→ Color::DarkGray\n 151→ }\n 152→ }\n 153→ };\n 154→ (glyph, fg)\n 155→}\n 156→\n 157→/// Widget for displaying the game log.\n 158→pub struct LogWidget<'a> {\n 159→ log: &'a GameLog,\n 160→ max_lines: usize,\n 161→}\n 162→\n 163→impl<'a> LogWidget<'a> {\n 164→ pub fn new(log: &'a GameLog) -> Self {\n 165→ Self { log, max_lines: 5 }\n 166→ }\n 167→\n 168→ pub fn with_max_lines(mut self, lines: usize) -> Self {\n 169→ self.max_lines = lines;\n 170→ self\n 171→ }\n 172→}\n 173→\n 174→impl Widget for LogWidget<'_> {\n 175→ fn render(self, area: Rect, buf: &mut Buffer) {\n 176→ let block = Block::default()\n 177→ .title(\" Messages \")\n 178→ .borders(Borders::ALL)\n 179→ .border_style(Style::default().fg(Color::DarkGray));\n 180→\n 181→ let inner = block.inner(area);\n 182→ block.render(area, buf);\n 183→\n 184→ let messages: Vec<Line> = self\n 185→ .log\n 186→ .recent(self.max_lines)\n 187→ .map(|msg| Line::from(Span::raw(msg.as_str())))\n 188→ .collect::<Vec<_>>()\n 189→ .into_iter()\n 190→ .rev()\n 191→ .collect();\n 192→\n 193→ Paragraph::new(messages)\n 194→ .style(Style::default().fg(Color::White))\n 195→ .render(inner, buf);\n 196→ }\n 197→}\n 198→\n 199→/// Widget for displaying player stats.\n 200→pub struct StatsWidget {\n 201→ health: Health,\n 202→ floor: i32,\n 203→ gold: i32,\n 204→}\n 205→\n 206→impl StatsWidget {\n 207→ pub fn new(health: Health, floor: i32, gold: i32) -> Self {\n 208→ Self {\n 209→ health,\n 210→ floor,\n 211→ gold,\n 212→ }\n 213→ }\n 214→}\n 215→\n 216→impl Widget for StatsWidget {\n 217→ fn render(self, area: Rect, buf: &mut Buffer) {\n 218→ let block = Block::default()\n 219→ .title(\" Status \")\n 220→ .borders(Borders::ALL)\n 221→ .border_style(Style::default().fg(Color::DarkGray));\n 222→\n 223→ let inner = block.inner(area);\n 224→ block.render(area, buf);\n 225→\n 226→ // Health bar\n 227→ let health_pct = self.health.percentage();\n 228→ let health_color = if health_pct > 0.6 {\n 229→ Color::Green\n 230→ } else if health_pct > 0.3 {\n 231→ Color::Yellow\n 232→ } else {\n 233→ Color::Red\n 234→ };\n 235→\n 236→ let health_text = format!(\"HP: {}/{}\", self.health.current, self.health.max);\n 237→ let floor_text = format!(\"Floor: {}\", self.floor);\n 238→ let gold_text = format!(\"Gold: {}\", self.gold);\n 239→\n 240→ let lines = vec![\n 241→ Line::from(Span::styled(health_text, Style::default().fg(health_color))),\n 242→ Line::from(Span::styled(floor_text, Style::default().fg(Color::Cyan))),\n 243→ Line::from(Span::styled(gold_text, Style::default().fg(Color::Yellow))),\n 244→ ];\n 245→\n 246→ Paragraph::new(lines).render(inner, buf);\n 247→ }\n 248→}\n 249→\n 250→/// Widget for displaying AI-generated narrative.\n 251→pub struct NarrativeWidget<'a> {\n 252→ title: &'a str,\n 253→ text: &'a str,\n 254→ atmosphere: Option<&'a str>,\n 255→}\n 256→\n 257→impl<'a> NarrativeWidget<'a> {\n 258→ pub fn new(title: &'a str, text: &'a str) -> Self {\n 259→ Self {\n 260→ title,\n 261→ text,\n 262→ atmosphere: None,\n 263→ }\n 264→ }\n 265→\n 266→ pub fn with_atmosphere(mut self, atmosphere: &'a str) -> Self {\n 267→ self.atmosphere = Some(atmosphere);\n 268→ self\n 269→ }\n 270→}\n 271→\n 272→impl Widget for NarrativeWidget<'_> {\n 273→ fn render(self, area: Rect, buf: &mut Buffer) {\n 274→ let block = Block::default()\n 275→ .title(format!(\" {} \", self.title))\n 276→ .borders(Borders::ALL)\n 277→ .border_style(Style::default().fg(Color::Magenta));\n 278→\n 279→ let inner = block.inner(area);\n 280→ block.render(area, buf);\n 281→\n 282→ let mut lines = vec![Line::from(Span::styled(\n 283→ self.text,\n 284→ Style::default().fg(Color::White),\n 285→ ))];\n 286→\n 287→ if let Some(atmo) = self.atmosphere {\n 288→ lines.push(Line::from(\"\"));\n 289→ lines.push(Line::from(Span::styled(\n 290→ format!(\"~ {} ~\", atmo),\n 291→ Style::default()\n 292→ .fg(Color::DarkGray)\n 293→ .add_modifier(Modifier::ITALIC),\n 294→ )));\n 295→ }\n 296→\n 297→ Paragraph::new(lines).render(inner, buf);\n 298→ }\n 299→}\n 300→\n 301→/// Widget for the help/controls display.\n 302→pub struct HelpWidget;\n 303→\n 304→impl Widget for HelpWidget {\n 305→ fn render(self, area: Rect, buf: &mut Buffer) {\n 306→ let block = Block::default()\n 307→ .title(\" Controls \")\n 308→ .borders(Borders::ALL)\n 309→ .border_style(Style::default().fg(Color::DarkGray));\n 310→\n 311→ let inner = block.inner(area);\n 312→ block.render(area, buf);\n 313→\n 314→ let controls = vec![\n 315→ Line::from(\"hjkl/arrows: Move\"),\n 316→ Line::from(\".: Wait\"),\n 317→ Line::from(\">: Descend\"),\n 318→ Line::from(\"q: Quit\"),\n 319→ ];\n 320→\n 321→ Paragraph::new(controls)\n 322→ .style(Style::default().fg(Color::Gray))\n 323→ .render(inner, buf);\n 324→ }\n 325→}\n 326→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
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"content": "//! Custom TUI widgets for the game.\n\nuse ratatui::{\n buffer::Buffer,\n layout::Rect,\n style::{Color, Modifier, Style},\n text::{Line, Span},\n widgets::{Block, Borders, Paragraph, Widget},\n};\n\nuse crate::game::{GameLog, GameMap, Health, Position, TileType};\n\n/// Widget for rendering the dungeon map.\npub struct MapWidget<'a> {\n map: &'a GameMap,\n player_pos: Option<Position>,\n entities: Vec<(Position, char, Color)>,\n}\n\nimpl<'a> MapWidget<'a> {\n pub fn new(map: &'a GameMap) -> Self {\n Self {\n map,\n player_pos: None,\n entities: Vec::new(),\n }\n }\n\n pub fn with_player(mut self, pos: Position) -> Self {\n self.player_pos = Some(pos);\n self\n }\n\n #[allow(dead_code)]\n pub fn with_entity(mut self, pos: Position, glyph: char, color: Color) -> Self {\n self.entities.push((pos, glyph, color));\n self\n }\n\n pub fn with_entities(mut self, entities: Vec<(Position, char, Color)>) -> Self {\n self.entities = entities;\n self\n }\n}\n\nimpl Widget for MapWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Dungeon \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Calculate viewport offset to center on player\n let (offset_x, offset_y) = if let Some(player_pos) = self.player_pos {\n let center_x = inner.width as i32 / 2;\n let center_y = inner.height as i32 / 2;\n (player_pos.x - center_x, player_pos.y - center_y)\n } else {\n (0, 0)\n };\n\n // Render tiles\n for screen_y in 0..inner.height {\n for screen_x in 0..inner.width {\n let map_x = screen_x as i32 + offset_x;\n let map_y = screen_y as i32 + offset_y;\n\n if !self.map.in_bounds(map_x, map_y) {\n continue;\n }\n\n let idx = self.map.xy_idx(map_x, map_y);\n let visible = self.map.visible.get(idx).copied().unwrap_or(false);\n let revealed = self.map.revealed.get(idx).copied().unwrap_or(false);\n\n if !revealed {\n continue;\n }\n\n let tile = self.map.tiles[idx];\n let (glyph, fg) = tile_appearance(tile, visible);\n\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(glyph)\n .set_fg(fg);\n }\n }\n\n // Render entities\n for (pos, glyph, color) in &self.entities {\n let screen_x = (pos.x - offset_x) as u16;\n let screen_y = (pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n let idx = self.map.xy_idx(pos.x, pos.y);\n if self.map.visible.get(idx).copied().unwrap_or(false) {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char(*glyph)\n .set_fg(*color);\n }\n }\n }\n\n // Render player (always on top)\n if let Some(player_pos) = self.player_pos {\n let screen_x = (player_pos.x - offset_x) as u16;\n let screen_y = (player_pos.y - offset_y) as u16;\n\n if screen_x < inner.width && screen_y < inner.height {\n buf[(inner.x + screen_x, inner.y + screen_y)]\n .set_char('@')\n .set_fg(Color::Yellow)\n .set_style(Style::default().add_modifier(Modifier::BOLD));\n }\n }\n }\n}\n\nfn tile_appearance(tile: TileType, visible: bool) -> (char, Color) {\n let glyph = tile.glyph();\n let fg = match tile {\n TileType::Wall => {\n if visible {\n Color::White\n } else {\n Color::DarkGray\n }\n }\n TileType::Floor => {\n if visible {\n Color::Gray\n } else {\n Color::DarkGray\n }\n }\n TileType::Door => {\n if visible {\n Color::Yellow\n } else {\n Color::DarkGray\n }\n }\n TileType::StairsDown | TileType::StairsUp => {\n if visible {\n Color::Cyan\n } else {\n Color::DarkGray\n }\n }\n };\n (glyph, fg)\n}\n\n/// Widget for displaying the game log.\npub struct LogWidget<'a> {\n log: &'a GameLog,\n max_lines: usize,\n}\n\nimpl<'a> LogWidget<'a> {\n pub fn new(log: &'a GameLog) -> Self {\n Self { log, max_lines: 5 }\n }\n\n pub fn with_max_lines(mut self, lines: usize) -> Self {\n self.max_lines = lines;\n self\n }\n}\n\nimpl Widget for LogWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Messages \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let messages: Vec<Line> = self\n .log\n .recent(self.max_lines)\n .map(|msg| Line::from(Span::raw(msg.as_str())))\n .collect::<Vec<_>>()\n .into_iter()\n .rev()\n .collect();\n\n Paragraph::new(messages)\n .style(Style::default().fg(Color::White))\n .render(inner, buf);\n }\n}\n\n/// Widget for displaying player stats.\npub struct StatsWidget {\n health: Health,\n floor: i32,\n gold: i32,\n}\n\nimpl StatsWidget {\n pub fn new(health: Health, floor: i32, gold: i32) -> Self {\n Self {\n health,\n floor,\n gold,\n }\n }\n}\n\nimpl Widget for StatsWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Status \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n // Health bar\n let health_pct = self.health.percentage();\n let health_color = if health_pct > 0.6 {\n Color::Green\n } else if health_pct > 0.3 {\n Color::Yellow\n } else {\n Color::Red\n };\n\n let health_text = format!(\"HP: {}/{}\", self.health.current, self.health.max);\n let floor_text = format!(\"Floor: {}\", self.floor);\n let gold_text = format!(\"Gold: {}\", self.gold);\n\n let lines = vec![\n Line::from(Span::styled(health_text, Style::default().fg(health_color))),\n Line::from(Span::styled(floor_text, Style::default().fg(Color::Cyan))),\n Line::from(Span::styled(gold_text, Style::default().fg(Color::Yellow))),\n ];\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for displaying AI-generated narrative.\npub struct NarrativeWidget<'a> {\n title: &'a str,\n text: &'a str,\n atmosphere: Option<&'a str>,\n}\n\nimpl<'a> NarrativeWidget<'a> {\n pub fn new(title: &'a str, text: &'a str) -> Self {\n Self {\n title,\n text,\n atmosphere: None,\n }\n }\n\n pub fn with_atmosphere(mut self, atmosphere: &'a str) -> Self {\n self.atmosphere = Some(atmosphere);\n self\n }\n}\n\nimpl Widget for NarrativeWidget<'_> {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(format!(\" {} \", self.title))\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::Magenta));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let mut lines = vec![Line::from(Span::styled(\n self.text,\n Style::default().fg(Color::White),\n ))];\n\n if let Some(atmo) = self.atmosphere {\n lines.push(Line::from(\"\"));\n lines.push(Line::from(Span::styled(\n format!(\"~ {} ~\", atmo),\n Style::default()\n .fg(Color::DarkGray)\n .add_modifier(Modifier::ITALIC),\n )));\n }\n\n Paragraph::new(lines).render(inner, buf);\n }\n}\n\n/// Widget for the help/controls display.\npub struct HelpWidget;\n\nimpl Widget for HelpWidget {\n fn render(self, area: Rect, buf: &mut Buffer) {\n let block = Block::default()\n .title(\" Controls \")\n .borders(Borders::ALL)\n .border_style(Style::default().fg(Color::DarkGray));\n\n let inner = block.inner(area);\n block.render(area, buf);\n\n let controls = vec![\n Line::from(\"hjkl/arrows: Move\"),\n Line::from(\".: Wait\"),\n Line::from(\">: Descend\"),\n Line::from(\"q: Quit\"),\n ];\n\n Paragraph::new(controls)\n .style(Style::default().fg(Color::Gray))\n .render(inner, buf);\n }\n}\n",
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[2025-12-07T23:52:44.594Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01QeNciu1ymcu1DMEEFAvCXA","type":"tool_result","content":" 1→//! Gameplay screen systems.\n 2→\n 3→use bevy::prelude::*;\n 4→use rand::Rng;\n 5→\n 6→use super::GameScreen;\n 7→use crate::ai::{\n 8→ NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n 9→ RoomContentData,\n 10→};\n 11→use crate::game::{\n 12→ CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n 13→ Player, Position, Renderable, RenderColor,\n 14→};\n 15→use crate::tui::CurrentNarrative;\n 16→\n 17→/// Plugin for gameplay systems.\n 18→pub fn plugin(app: &mut App) {\n 19→ app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n 20→ .add_systems(\n 21→ Update,\n 22→ (\n 23→ check_room_entry,\n 24→ handle_narrative_responses,\n 25→ check_player_death,\n 26→ )\n 27→ .run_if(in_state(GameScreen::Playing)),\n 28→ );\n 29→}\n 30→\n 31→/// Resource to track the last room the player was in.\n 32→#[derive(Resource, Default)]\n 33→struct LastRoom {\n 34→ room_id: Option<usize>,\n 35→}\n 36→\n 37→/// Set up the initial game state.\n 38→fn setup_gameplay(\n 39→ mut commands: Commands,\n 40→ mut map: ResMut<GameMap>,\n 41→ mut log: ResMut<GameLog>,\n 42→) {\n 43→ // Initialize game log\n 44→ *log = GameLog::new(100);\n 45→ log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n 46→ log.add(\"Use hjkl or arrow keys to move.\");\n 47→\n 48→ // Generate dungeon\n 49→ let mut rng = rand::rng();\n 50→ map.generate_dungeon(&mut rng);\n 51→\n 52→ // Spawn player in the first room\n 53→ let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((
[2025-12-07T23:52:44.598Z] [INFO] 40, 12));\n 54→\n 55→ commands.spawn((\n 56→ Name::new(\"Player\"),\n 57→ Player,\n 58→ Position::new(player_x, player_y),\n 59→ Health::new(30),\n 60→ CombatStats::new(5, 2),\n 61→ Renderable {\n 62→ glyph: '@',\n 63→ fg_color: RenderColor::Yellow,\n 64→ bg_color: RenderColor::Reset,\n 65→ },\n 66→ ));\n 67→\n 68→ // Compute initial FOV\n 69→ map.compute_fov(player_x, player_y, 8);\n 70→\n 71→ // Spawn monsters in rooms (skip the first room where player spawns)\n 72→ for room in map.rooms.iter().skip(1) {\n 73→ // 60% chance of monster in each room\n 74→ if rng.random_bool(0.6) {\n 75→ let (cx, cy) = room.center();\n 76→ let monster_kind = random_monster(&mut rng);\n 77→\n 78→ commands.spawn((\n 79→ Name::new(monster_kind.name()),\n 80→ Monster { kind: monster_kind },\n 81→ Position::new(cx, cy),\n 82→ Health::new(monster_health(monster_kind)),\n 83→ CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n 84→ Renderable {\n 85→ glyph: monster_kind.glyph(),\n 86→ fg_color: RenderColor::Red,\n 87→ bg_color: RenderColor::Reset,\n 88→ },\n 89→ ));\n 90→ }\n 91→\n 92→ // 40% chance of item in each room\n 93→ if rng.random_bool(0.4) {\n 94→ let (cx, cy) = room.center();\n 95→ // Offset item from center so it doesn't overlap with monster\n 96→ let item_x = cx + rng.random_range(-2..=2);\n 97→ let item_y = cy + rng.random_range(-2..=2);\n 98→ let item_kind = random_item(&mut rng);\n 99→\n 100→ commands.spawn((\n 101→ Name::new(item_kind.name()),\n 102→ Item { kind: item_kind },\n 103→ Position::new(item_x, item_y),\n 104→ Renderable {\n 105→ glyph: item_kind.glyph(),\n 106→ fg_color: RenderColor::Blue,\n 107→ bg_color: RenderColor::Reset,\n 108→ },\n 109→ ));\n 110→ }\n 111→ }\n 112→\n 113→ // Initialize room tracking\n 114→ commands.insert_resource(LastRoom { room_id: None });\n 115→\n 116→ log.add(\"You descend into the darkness...\");\n 117→}\n 118→\n 119→fn random_monster(rng: &mut impl Rng) -> MonsterKind {\n 120→ match rng.random_range(0..6) {\n 121→ 0 => MonsterKind::Orc,\n 122→ 1 => MonsterKind::Goblin,\n 123→ 2 => MonsterKind::Troll,\n 124→ 3 => MonsterKind::Wraith,\n 125→ 4 => MonsterKind::Skeleton,\n 126→ _ => MonsterKind::Demon,\n 127→ }\n 128→}\n 129→\n 130→fn monster_health(kind: MonsterKind) -> i32 {\n 131→ match kind {\n 132→ MonsterKind::Goblin => 5,\n 133→ MonsterKind::Orc => 10,\n 134→ MonsterKind::Skeleton => 8,\n 135→ MonsterKind::Wraith => 12,\n 136→ MonsterKind::Troll => 20,\n 137→ MonsterKind::Demon => 25,\n 138→ }\n 139→}\n 140→\n 141→fn monster_attack(kind: MonsterKind) -> i32 {\n 142→ match kind {\n 143→ MonsterKind::Goblin => 2,\n 144→ MonsterKind::Orc => 4,\n 145→ MonsterKind::Skeleton => 3,\n 146→ MonsterKind::Wraith => 5,\n 147→ MonsterKind::Troll => 6,\n 148→ MonsterKind::Demon => 8,\n 149→ }\n 150→}\n 151→\n 152→fn monster_defense(kind: MonsterKind) -> i32 {\n 153→ match kind {\n 154→ MonsterKind::Goblin => 0,\n 155→ MonsterKind::Orc => 1,\n 156→ MonsterKind::Skeleton => 1,\n 157→ MonsterKind::Wraith => 2,\n 158→ MonsterKind::Troll => 3,\n 159→ MonsterKind::Demon => 4,\n 160→ }\n 161→}\n 162→\n 163→fn random_item(rng: &mut impl Rng) -> ItemKind {\n 164→ match rng.random_range(0..7) {\n 165→ 0 => ItemKind::HealthPotion,\n 166→ 1 => ItemKind::Sword,\n 167→ 2 => ItemKind::Shield,\n 168→ 3 => ItemKind::Gold,\n 169→ 4 => ItemKind::Key,\n 170→ 5 => ItemKind::Scroll,\n 171→ _ => ItemKind::Chest,\n 172→ }\n 173→}\n 174→\n 175→/// Check if player entered a new room and request AI description.\n 176→fn check_room_entry(\n 177→ player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n 178→ monster_query: Query<(&Position, &Monster)>,\n 179→ item_query: Query<(&Position, &Item)>,\n 180→ map: Res<GameMap>,\n 181→ mut last_room: ResMut<LastRoom>,\n 182→ mut narrative_requests: MessageWriter<NarrativeRequest>,\n 183→) {\n 184→ let Ok(player_pos) = player_query.single() else {\n 185→ return;\n 186→ };\n 187→\n 188→ // Check if player is in a room\n 189→ if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n 190→ // Only request description if this is a new room\n 191→ if last_room.room_id != Some(room.room_id) {\n 192→ last_room.room_id = Some(room.room_id);\n 193→\n 194→ // Gather room contents\n 195→ let mut contents = Vec::new();\n 196→\n 197→ for (pos, monster) in &monster_query {\n 198→ if room.contains(pos.x, pos.y) {\n 199→ contents.push(RoomContentData::Monster(monster.kind));\n 200→ }\n 201→ }\n 202→\n 203→ for (pos, item) in &item_query {\n 204→ if room.contains(pos.x, pos.y) {\n 205→ contents.push(RoomContentData::Item(item.kind));\n 206→ }\n 207→ }\n 208→\n 209→ // Request AI description\n 210→ narrative_requests.write(NarrativeRequest {\n 211→ id: room.room_id as u64,\n 212→ kind: NarrativeRequestKind::RoomDescription {\n 213→ room: room.clone(),\n 214→ contents,\n 215→ },\n 216→ target_entity: None,\n 217→ });\n 218→ }\n 219→ } else {\n 220→ // Player is in a corridor\n 221→ last_room.room_id = None;\n 222→ }\n 223→}\n 224→\n 225→/// Handle AI narrative responses.\n 226→fn handle_narrative_responses(\n 227→ mut responses: MessageReader<NarrativeResponse>,\n 228→ mut narrative: ResMut<CurrentNarrative>,\n 229→ mut log: ResMut<GameLog>,\n 230→) {\n 231→ for response in responses.read() {\n 232→ match &response.kind {\n 233→ NarrativeResponseKind::RoomDescription(desc) => {\n 234→ narrative.title = \"Room\".to_string();\n 235→ narrative.text = desc.text.clone();\n 236→ narrative.atmosphere = Some(desc.atmosphere.clone());\n 237→ narrative.visible = true;\n 238→\n 239→ // Also add to log\n 240→ log.add(&desc.text);\n 241→ }\n 242→ NarrativeResponseKind::MonsterDialogue(dialogue) => {\n 243→ log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n 244→ }\n 245→ NarrativeResponseKind::ActionResult(result) => {\n 246→ log.add(&result.description);\n 247→ if let Some(consequence) = &result.consequence {\n 248→ log.add(consequence);\n 249→ }\n 250→ }\n 251→ NarrativeResponseKind::DeathNarration(death) => {\n 252→ narrative.title = \"Death\".to_string();\n 253→ narrative.text = death.epitaph.clone();\n 254→ narrative.atmosphere = Some(death.final_words.clone());\n 255→ narrative.visible = true;\n 256→ }\n 257→ NarrativeResponseKind::LoreDiscovery(lore) => {\n 258→ if let Some(inscription) = &lore.inscription {\n 259→ log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n 260→ }\n 261→ log.add(&lore.history);\n 262→ }\n 263→ NarrativeResponseKind::Error(err) => {\n 264→ // Silently handle errors - game continues with fallback\n 265→ tracing::warn!(\"AI error: {}\", err);\n 266→ }\n 267→ }\n 268→ }\n 269→}\n 270→\n 271→/// Check if player has died.\n 272→fn check_player_death(\n 273→ player_query: Query<&Health, With<Player>>,\n 274→ mut next_state: ResMut<NextState<GameScreen>>,\n 275→ mut log: ResMut<GameLog>,\n 276→) {\n 277→ if let Ok(health) = player_query.single() {\n 278→ if health.is_dead() {\n 279→ log.add(\"You have died. The dungeon claims another soul...\");\n 280→ next_state.set(GameScreen::GameOver);\n 281→ }\n 282→ }\n 283→}\n 284→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"58d19c68-c8db-49e2-922e-ba97175a94c0","uuid":"c4488843-8fa0-471a-b710-e31622056d96","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1765151501447/src/screens/gameplay.rs","content":"//! Gameplay screen systems.\n\nuse bevy::prelude::*;\nuse rand::Rng;\n\nuse super::GameScreen;\nuse crate::ai::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\nuse crate::game::{\n CombatStats, GameLog, GameMap, Health, Item, ItemKind, Monster, MonsterKind,\n Player, Position, Renderable, RenderColor,\n};\nuse crate::tui::CurrentNarrative;\n\n/// Plugin for gameplay systems.\npub fn plugin(app: &mut App) {\n app.add_systems(OnEnter(GameScreen::Playing), setup_gameplay)\n .add_systems(\n Update,\n (\n check_room_entry,\n handle_narrative_responses,\n check_player_death,\n )\n .run_if(in_state(GameScreen::Playing)),\n );\n}\n\n/// Resource to track the last room the player was in.\n#[derive(Resource, Default)]\nstruct LastRoom {\n room_id: Option<usize>,\n}\n\n/// Set up the initial game state.\nfn setup_gameplay(\n mut commands: Commands,\n mut map: ResMut<GameMap>,\n mut log: ResMut<GameLog>,\n) {\n // Initialize game log\n *log = GameLog::new(100);\n log.add(\"Welcome to NeuroHack. The dungeon awaits...\");\n log.add(\"Use hjkl or arrow keys to move.\");\n\n // Generate dungeon\n let mut rng = rand::rng();\n map.generate_dungeon(&mut rng);\n\n // Spawn player in the first room\n let (player_x, player_y) = map.rooms.first().map(|r| r.center()).unwrap_or((40, 12));\n\n commands.spawn((\n Name::new(\"Player\"),\n Player,\n Position::new(player_x, player_y),\n Health::new(30),\n CombatStats::new(5, 2),\n Renderable {\n glyph: '@',\n fg_color: RenderColor::Yellow,\n bg_color: RenderColor::Reset,\n },\n ));\n\n // Compute initial FOV\n map.compute_fov(player_x, player_y, 8);\n\n // Spawn monsters in rooms (skip the first room where player spawns)\n for room in map.rooms.iter().skip(1) {\n // 60% chance of monster in each room\n if rng.random_bool(0.6) {\n let (cx, cy) = room.center();\n let monster_kind = random_monster(&mut rng);\n\n commands.spawn((\n Name::new(monster_kind.name()),\n Monster { kind: monster_kind },\n Position::new(cx, cy),\n Health::new(monster_health(monster_kind)),\n CombatStats::new(monster_attack(monster_kind), monster_defense(monster_kind)),\n Renderable {\n glyph: monster_kind.glyph(),\n fg_color: RenderColor::Red,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n\n // 40% chance of item in each room\n if rng.random_bool(0.4) {\n let (cx, cy) = room.center();\n // Offset item from center so it doesn't overlap with monster\n let item_x = cx + rng.random_range(-2..=2);\n let item_y = cy + rng.random_range(-2..=2);\n let item_kind = random_item(&mut rng);\n\n commands.spawn((\n Name::new(item_kind.name()),\n Item { kind: item_kind },\n Position::new(item_x, item_y),\n Renderable {\n glyph: item_kind.glyph(),\n fg_color: RenderColor::Blue,\n bg_color: RenderColor::Reset,\n },\n ));\n }\n }\n\n // Initialize room tracking\n commands.insert_resource(LastRoom { room_id: None });\n\n log.add(\"You descend into the darkness...\");\n}\n\nfn random_monster(rng: &mut impl Rng) -> MonsterKind {\n match rng.random_range(0..6) {\n 0 => MonsterKind::Orc,\n 1 => MonsterKind::Goblin,\n 2 => MonsterKind::Troll,\n 3 => MonsterKind::Wraith,\n 4 => MonsterKind::Skeleton,\n _ => MonsterKind::Demon,\n }\n}\n\nfn monster_health(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 5,\n MonsterKind::Orc => 10,\n MonsterKind::Skeleton => 8,\n MonsterKind::Wraith => 12,\n MonsterKind::Troll => 20,\n MonsterKind::Demon => 25,\n }\n}\n\nfn monster_attack(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 2,\n MonsterKind::Orc => 4,\n MonsterKind::Skeleton => 3,\n MonsterKind::Wraith => 5,\n MonsterKind::Troll => 6,\n MonsterKind::Demon => 8,\n }\n}\n\nfn monster_defense(kind: MonsterKind) -> i32 {\n match kind {\n MonsterKind::Goblin => 0,\n MonsterKind::Orc => 1,\n MonsterKind::Skeleton => 1,\n MonsterKind::Wraith => 2,\n MonsterKind::Troll => 3,\n MonsterKind::Demon => 4,\n }\n}\n\nfn random_item(rng: &mut impl Rng) -> ItemKind {\n match rng.random_range(0..7) {\n 0 => ItemKind::HealthPotion,\n 1 => ItemKind::Sword,\n 2 => ItemKind::Shield,\n 3 => ItemKind::Gold,\n 4 => ItemKind::Key,\n 5 => ItemKind::Scroll,\n _ => ItemKind::Chest,\n }\n}\n\n/// Check if player entered a new room and request AI description.\nfn check_room_entry(\n player_query: Query<&Position, (With<Player>, Changed<Position>)>,\n monster_query: Query<(&Position, &Monster)>,\n item_query: Query<(&Position, &Item)>,\n map: Res<GameMap>,\n mut last_room: ResMut<LastRoom>,\n mut narrative_requests: MessageWriter<NarrativeRequest>,\n) {\n let Ok(player_pos) = player_query.single() else {\n return;\n };\n\n // Check if player is in a room\n if let Some(room) = map.room_at(player_pos.x, player_pos.y) {\n // Only request description if this is a new room\n if last_room.room_id != Some(room.room_id) {\n last_room.room_id = Some(room.room_id);\n\n // Gather room contents\n let mut contents = Vec::new();\n\n for (pos, monster) in &monster_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Monster(monster.kind));\n }\n }\n\n for (pos, item) in &item_query {\n if room.contains(pos.x, pos.y) {\n contents.push(RoomContentData::Item(item.kind));\n }\n }\n\n // Request AI description\n narrative_requests.write(NarrativeRequest {\n id: room.room_id as u64,\n kind: NarrativeRequestKind::RoomDescription {\n room: room.clone(),\n contents,\n },\n target_entity: None,\n });\n }\n } else {\n // Player is in a corridor\n last_room.room_id = None;\n }\n}\n\n/// Handle AI narrative responses.\nfn handle_narrative_responses(\n mut responses: MessageReader<NarrativeResponse>,\n mut narrative: ResMut<CurrentNarrative>,\n mut log: ResMut<GameLog>,\n) {\n for response in responses.read() {\n match &response.kind {\n NarrativeResponseKind::RoomDescription(desc) => {\n narrative.title = \"Room\".to_string();\n narrative.text = desc.text.clone();\n narrative.atmosphere = Some(desc.atmosphere.clone());\n narrative.visible = true;\n\n // Also add to log\n log.add(&desc.text);\n }\n NarrativeResponseKind::MonsterDialogue(dialogue) => {\n log.add(format!(\"\\\"{}\\\"\", dialogue.current_line));\n }\n NarrativeResponseKind::ActionResult(result) => {\n log.add(&result.description);\n if let Some(consequence) = &result.consequence {\n log.add(consequence);\n }\n }\n NarrativeResponseKind::DeathNarration(death) => {\n narrative.title = \"Death\".to_string();\n narrative.text = death.epitaph.clone();\n narrative.atmosphere = Some(death.final_words.clone());\n narrative.visible = true;\n }\n NarrativeResponseKind::LoreDiscovery(lore) => {\n if let Some(inscription) = &lore.inscription {\n log.add(format!(\"You read: \\\"{}\\\"\", inscription));\n }\n log.add(&lore.history);\n }\n NarrativeResponseKind::Error(err) => {\n // Silently handle errors - game continues with fallback\n tracing::warn!(\"AI error: {}\", err);\n }\n }\n }\n}\n\n/// Check if player has died.\nfn check_player_death(\n player_query: Query<&Health, With<Player>>,\n mut next_state: ResMut<NextState<GameScreen>>,\n mut log: ResMut<GameLog>,\n) {\n if let Ok(health) = player_query.single() {\n if health.is_dead() {\n log.add(\"You have died. The dungeon claims another soul...\");\n next_state.set(GameScreen::GameOver);\n }\n }\n}\n","numLines":284,"startLine":1,"totalLines":284}}}
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"content": " 1→//! Ollama HTTP client for local AI inference.\n 2→\n 3→use reqwest::Client;\n 4→use serde::{Deserialize, Serialize};\n 5→use thiserror::Error;\n 6→\n 7→/// Default Ollama API endpoint.\n 8→pub const DEFAULT_OLLAMA_URL: &str = \"http://localhost:11434\";\n 9→\n 10→/// Errors that can occur when communicating with Ollama.\n 11→#[derive(Error, Debug)]\n 12→pub enum OllamaError {\n 13→ #[error(\"HTTP request failed: {0}\")]\n 14→ RequestFailed(#[from] reqwest::Error),\n 15→\n 16→ #[error(\"Failed to parse AI response: {0}\")]\n 17→ ParseError(#[from] serde_json::Error),\n 18→\n 19→ #[error(\"Ollama returned an error: {0}\")]\n 20→ OllamaError(String),\n 21→\n 22→ #[error(\"Invalid response format from AI\")]\n 23→ InvalidResponseFormat,\n 24→}\n 25→\n 26→/// Request body for Ollama's generate endpoint.\n 27→#[derive(Debug, Serialize)]\n 28→pub struct OllamaRequest {\n 29→ pub model: String,\n 30→ pub prompt: String,\n 31→ pub stream: bool,\n 32→ #[serde(skip_serializing_if = \"Option::is_none\")]\n 33→ pub format: Option<String>,\n 34→ #[serde(skip_serializing_if = \"Option::is_none\")]\n 35→ pub options: Option<OllamaOptions>,\n 36→}\n 37→\n 38→/// Generation options for Ollama.\n 39→#[derive(Debug, Serialize, Default)]\n 40→pub struct OllamaOptions {\n 41→ #[serde(skip_serializing_if = \"Option::is_none\")]\n 42→ pub temperature: Option<f32>,\n 43→ #[serde(skip_serializing_if = \"Option::is_none\")]\n 44→ pub top_p: Option<f32>,\n 45→ #[serde(skip_serializing_if = \"Option::is_none\")]\n 46→ pub num_predict: Option<i32>,\n 47→}\n 48→\n 49→/// Response from Ollama's generate endpoint.\n 50→#[derive(Debug, Deserialize)]\n 51→pub struct OllamaResponse {\n 52→ pub model: String,\n 53→ pub response: String,\n 54→ pub done: bool,\n 55→ #[serde(default)]\n 56→ pub total_duration: Option<u64>,\n 57→ #[serde(default)]\n 58→ pub load_duration: Option<u64>,\n 59→ #[serde(default)]\n 60→ pub prompt_eval_count: Option<u32>,\n 61→ #[serde(default)]\n 62→ pub eval_count: Option<u32>,\n 63→}\n 64→\n 65→/// Client for communicating with Ollama.\n 66→#[derive(Debug, Clone)]\n 67→pub struct OllamaClient {\n 68→ client: Client,\n 69→ base_url: String,\n 70→ model: String,\n 71→}\n 72→\n 73→impl OllamaClient {\n 74→ /// Create a new Ollama client with default settings.\n 75→ pub fn new(model: impl Into<String>) -> Self {\n 76→ Self {\n 77→ client: Client::new(),\n 78→ base_url: DEFAULT_OLLAMA_URL.to_string(),\n 79→ model: model.into(),\n 80→ }\n 81→ }\n 82→\n 83→ /// Create a client with a custom base URL.\n 84→ pub fn with_url(mut self, url: impl Into<String>) -> Self {\n 85→ self.base_url = url.into();\n 86→ self\n 87→ }\n 88→\n 89→ /// Send a prompt to Ollama and get a response.\n 90→ pub async fn generate(&self, prompt: &str) -> Result<String, OllamaError> {\n 91→ let request = OllamaRequest {\n 92→ model: self.model.clone(),\n 93→ prompt: prompt.to_string(),\n 94→ stream: false,\n 95→ format: None,\n 96→ options: Some(OllamaOptions {\n 97→ temperature: Some(0.8),\n 98→ top_p: Some(0.9),\n 99→ num_predict: Some(500),\n 100→ }),\n 101→ };\n 102→\n 103→ let response = self\n 104→ .client\n 105→ .post(format!(\"{}/api/generate\", self.base_url))\n 106→ .json(&request)\n 107→ .send()\n 108→ .await?;\n 109→\n 110→ if !response.status().is_success() {\n 111→ let error_text = response.text().await.unwrap_or_default();\n 112→ return Err(OllamaError::OllamaError(error_text));\n 113→ }\n 114→\n 115→ let ollama_response: OllamaResponse = response.json().await?;\n 116→ Ok(ollama_response.response)\n 117→ }\n 118→\n 119→ /// Send a prompt expecting JSON response.\n 120→ pub async fn generate_json<T: for<'de> Deserialize<'de>>(\n 121→ &self,\n 122→ prompt: &str,\n 123→ ) -> Result<T, OllamaError> {\n 124→ let request = OllamaRequest {\n 125→ model: self.model.clone(),\n 126→ prompt: prompt.to_string(),\n 127→ stream: false,\n 128→ format: Some(\"json\".to_string()),\n 129→ options: Some(OllamaOptions {\n 130→ temperature: Some(0.7),\n 131→ top_p: Some(0.9),\n 132→ num_predict: Some(800),\n 133→ }),\n 134→ };\n 135→\n 136→ let response = self\n 137→ .client\n 138→ .post(format!(\"{}/api/generate\", self.base_url))\n 139→ .json(&request)\n 140→ .send()\n 141→ .await?;\n 142→\n 143→ if !response.status().is_success() {\n 144→ let error_text = response.text().await.unwrap_or_default();\n 145→ return Err(OllamaError::OllamaError(error_text));\n 146→ }\n 147→\n 148→ let ollama_response: OllamaResponse = response.json().await?;\n 149→\n 150→ // Parse the JSON from the response\n 151→ let parsed: T = serde_json::from_str(&ollama_response.response)?;\n 152→ Ok(parsed)\n 153→ }\n 154→\n 155→ /// Check if Ollama is running and accessible.\n 156→ pub async fn health_check(&self) -> bool {\n 157→ self.client\n 158→ .get(format!(\"{}/api/tags\", self.base_url))\n 159→ .send()\n 160→ .await\n 161→ .map(|r| r.status().is_success())\n 162→ .unwrap_or(false)\n 163→ }\n 164→\n 165→ /// Get the current model name.\n 166→ pub fn model(&self) -> &str {\n 167→ &self.model\n 168→ }\n 169→}\n 170→\n 171→impl Default for OllamaClient {\n 172→ fn default() -> Self {\n 173→ // Default to a capable model for narrative generation\n 174→ Self::new(\"llama3.2\")\n 175→ }\n 176→}\n 177→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "//! Ollama HTTP client for local AI inference.\n\nuse reqwest::Client;\nuse serde::{Deserialize, Serialize};\nuse thiserror::Error;\n\n/// Default Ollama API endpoint.\npub const DEFAULT_OLLAMA_URL: &str = \"http://localhost:11434\";\n\n/// Errors that can occur when communicating with Ollama.\n#[derive(Error, Debug)]\npub enum OllamaError {\n #[error(\"HTTP request failed: {0}\")]\n RequestFailed(#[from] reqwest::Error),\n\n #[error(\"Failed to parse AI response: {0}\")]\n ParseError(#[from] serde_json::Error),\n\n #[error(\"Ollama returned an error: {0}\")]\n OllamaError(String),\n\n #[error(\"Invalid response format from AI\")]\n InvalidResponseFormat,\n}\n\n/// Request body for Ollama's generate endpoint.\n#[derive(Debug, Serialize)]\npub struct OllamaRequest {\n pub model: String,\n pub prompt: String,\n pub stream: bool,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub format: Option<String>,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub options: Option<OllamaOptions>,\n}\n\n/// Generation options for Ollama.\n#[derive(Debug, Serialize, Default)]\npub struct OllamaOptions {\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub temperature: Option<f32>,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub top_p: Option<f32>,\n #[serde(skip_serializing_if = \"Option::is_none\")]\n pub num_predict: Option<i32>,\n}\n\n/// Response from Ollama's generate endpoint.\n#[derive(Debug, Deserialize)]\npub struct OllamaResponse {\n pub model: String,\n pub response: String,\n pub done: bool,\n #[serde(default)]\n pub total_duration: Option<u64>,\n #[serde(default)]\n pub load_duration: Option<u64>,\n #[serde(default)]\n pub prompt_eval_count: Option<u32>,\n #[serde(default)]\n pub eval_count: Option<u32>,\n}\n\n/// Client for communicating with Ollama.\n#[derive(Debug, Clone)]\npub struct OllamaClient {\n client: Client,\n base_url: String,\n model: String,\n}\n\nimpl OllamaClient {\n /// Create a new Ollama client with default settings.\n pub fn new(model: impl Into<String>) -> Self {\n Self {\n client: Client::new(),\n base_url: DEFAULT_OLLAMA_URL.to_string(),\n model: model.into(),\n }\n }\n\n /// Create a client with a custom base URL.\n pub fn with_url(mut self, url: impl Into<String>) -> Self {\n self.base_url = url.into();\n self\n }\n\n /// Send a prompt to Ollama and get a response.\n pub async fn generate(&self, prompt: &str) -> Result<String, OllamaError> {\n let request = OllamaRequest {\n model: self.model.clone(),\n prompt: prompt.to_string(),\n stream: false,\n format: None,\n options: Some(OllamaOptions {\n temperature: Some(0.8),\n top_p: Some(0.9),\n num_predict: Some(500),\n }),\n };\n\n let response = self\n .client\n .post(format!(\"{}/api/generate\", self.base_url))\n .json(&request)\n .send()\n .await?;\n\n if !response.status().is_success() {\n let error_text = response.text().await.unwrap_or_default();\n return Err(OllamaError::OllamaError(error_text));\n }\n\n let ollama_response: OllamaResponse = response.json().await?;\n Ok(ollama_response.response)\n }\n\n /// Send a prompt expecting JSON response.\n pub async fn generate_json<T: for<'de> Deserialize<'de>>(\n &self,\n prompt: &str,\n ) -> Result<T, OllamaError> {\n let request = OllamaRequest {\n model: self.model.clone(),\n prompt: prompt.to_string(),\n stream: false,\n format: Some(\"json\".to_string()),\n options: Some(OllamaOptions {\n temperature: Some(0.7),\n top_p: Some(0.9),\n num_predict: Some(800),\n }),\n };\n\n let response = self\n .client\n .post(format!(\"{}/api/generate\", self.base_url))\n .json(&request)\n .send()\n .await?;\n\n if !response.status().is_success() {\n let error_text = response.text().await.unwrap_or_default();\n return Err(OllamaError::OllamaError(error_text));\n }\n\n let ollama_response: OllamaResponse = response.json().await?;\n\n // Parse the JSON from the response\n let parsed: T = serde_json::from_str(&ollama_response.response)?;\n Ok(parsed)\n }\n\n /// Check if Ollama is running and accessible.\n pub async fn health_check(&self) -> bool {\n self.client\n .get(format!(\"{}/api/tags\", self.base_url))\n .send()\n .await\n .map(|r| r.status().is_success())\n .unwrap_or(false)\n }\n\n /// Get the current model name.\n pub fn model(&self) -> &str {\n &self.model\n }\n}\n\nimpl Default for OllamaClient {\n fn default() -> Self {\n // Default to a capable model for narrative generation\n Self::new(\"llama3.2\")\n }\n}\n",
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{
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"status": "pending",
"activeForm": "Implementing dice rolling system"
},
{
"content": "Create D&D rules data structures for weapons, armor, races, classes",
"status": "pending",
"activeForm": "Creating D&D rules data structures"
},
{
"content": "Implement TUI mouse event capture from crossterm",
"status": "pending",
"activeForm": "Implementing TUI mouse event capture"
},
{
"content": "Convert screen coordinates to world grid coordinates",
"status": "pending",
"activeForm": "Converting screen to world coordinates"
},
{
"content": "Implement hover system with tooltips for entities",
"status": "pending",
"activeForm": "Implementing hover tooltip system"
},
{
"content": "Refine AI bridge for entity flavor generation with JSON schema",
"status": "pending",
"activeForm": "Refining AI bridge for entity flavor"
},
{
"content": "Implement AI-to-ECS mapping for flavor to mechanics",
"status": "pending",
"activeForm": "Implementing AI-to-ECS flavor mapping"
},
{
"content": "Run local tests and verify code compiles",
"status": "pending",
"activeForm": "Running local tests and verifying compilation"
},
{
"content": "Commit changes and update PR",
"status": "pending",
"activeForm": "Committing changes and updating PR"
}
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"newTodos": [
{
"content": "Read and understand current codebase implementation",
"status": "completed",
"activeForm": "Reading and understanding current codebase implementation"
},
{
"content": "Verify current code compiles without errors",
"status": "in_progress",
"activeForm": "Verifying current code compiles"
},
{
"content": "Research D&D 5e SRD rules for ability scores, AC, dice rolls, and combat mechanics",
"status": "pending",
"activeForm": "Researching D&D 5e SRD rules"
},
{
"content": "Implement D&D ECS components (Attributes, Skills, HP, Proficiency, AC)",
"status": "pending",
"activeForm": "Implementing D&D ECS components"
},
{
"content": "Implement Dice rolling system (d4, d6, d8, d10, d12, d20)",
"status": "pending",
"activeForm": "Implementing dice rolling system"
},
{
"content": "Create D&D rules data structures for weapons, armor, races, classes",
"status": "pending",
"activeForm": "Creating D&D rules data structures"
},
{
"content": "Implement TUI mouse event capture from crossterm",
"status": "pending",
"activeForm": "Implementing TUI mouse event capture"
},
{
"content": "Convert screen coordinates to world grid coordinates",
"status": "pending",
"activeForm": "Converting screen to world coordinates"
},
{
"content": "Implement hover system with tooltips for entities",
"status": "pending",
"activeForm": "Implementing hover tooltip system"
},
{
"content": "Refine AI bridge for entity flavor generation with JSON schema",
"status": "pending",
"activeForm": "Refining AI bridge for entity flavor"
},
{
"content": "Implement AI-to-ECS mapping for flavor to mechanics",
"status": "pending",
"activeForm": "Implementing AI-to-ECS flavor mapping"
},
{
"content": "Run local tests and verify code compiles",
"status": "pending",
"activeForm": "Running local tests and verifying compilation"
},
{
"content": "Commit changes and update PR",
"status": "pending",
"activeForm": "Committing changes and updating PR"
}
]
}
}
[2025-12-07T23:52:57.675Z] [INFO] {
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[2025-12-07T23:54:22.739Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01GskRx4RjdBchJGPwQ1FXQ3","type":"tool_result","content":" Updating crates.io index\n Locking 490 packages to latest Rust 1.91.1 compatible versions\n Adding crossterm v0.28.1 (available: v0.29.0)\n Adding ordered-float v5.0.0 (available: v5.1.0)\n Adding unicode-width v0.2.0 (available: v0.2.2)\n Compiling proc-macro2 v1.0.103\n Compiling unicode-ident v1.0.22\n Compiling quote v1.0.42\n Compiling serde_core v1.0.228\n Compiling libc v0.2.178\n Checking cfg-if v1.0.4\n Checking log v0.4.29\n Checking pin-project-lite v0.2.16\n Compiling libm v0.2.15\n Checking smallvec v1.15.1\n Checking equivalent v1.0.2\n Compiling parking_lot_core v0.9.12\n Checking futures-core v0.3.31\n Compiling zerocopy v0.8.31\n Compiling cfg_aliases v0.2.1\n Compiling serde v1.0.228\n Checking once_cell v1.21.3\n Compiling syn v2.0.111\n Compiling crossbeam-utils v0.8.21\n Checking bitflags v2.10.0\n Checking hashbrown v0.16.1\n Compiling getrandom v0.3.4\n Compiling scopeguard v1.2.0\n Compiling winnow v0.7.14\n Compiling thiserror v2.0.17\n Compiling lock_api v0.4.14\n Compiling indexmap v2.12.1\n Compiling toml_datetime v0.7.3\n Compiling parking_lot v0.12.5\n Compiling autocfg v1.5.0\n Compiling toml_parser v1.0.4\n Checking parking v2.2.1\n Checking rand_core v0.9.3\n Checking concurrent-queue v2.5.0\n Checking atomic-waker v1.1.2\n Compiling toml_edit v0.23.9\n Checking thread_local v1.1.9\n Checking arrayvec v0.7.6\n Checking event-listener v5.4.1\n Compiling unicode-segmentation v1.12.0\n Checking slab v0.4.11\n Checking event-listener-strategy v0.5.4\n Checking fastrand v2.3.0\n Compiling convert_case v0.10.0\n Compiling num-traits v0.2.19\n Compiling bevy_macro_utils v0.17.3\n Checking futures-io v0.3.31\n Compiling typeid v1.0.3\n Checking foldhash v0.2.0\n Compiling version_check v0.9.5\n Compiling unicode-xid v0.2.6\n Checking spin v0.10.0\n Compiling erased-serde v0.4.9\n Checking futures-lite v2.6.1\n Checking tracing-core v0.1.35\n Checking disqualified v1.0.0\n Compiling find-msvc-tools v0.1.5\n Checking async-task v4.7.1\n Compiling slotmap v1.1.1\n Compiling shlex v1.3.0\n Compiling cc v1.2.49\n Checking async-channel v2.5.0\n Checking uuid v1.19.0\n Checking memchr v2.7.6\n Checking bevy_ptr v0.17.3\n Checking inventory v0.3.21\n Checking downcast-rs v2.0.2\n Compiling nix v0.30.1\n Checking async-executor v1.13.3\n Checking crossbeam-queue v0.3.12\n Checking nonmax v0.5.5\n Checking fixedbitset v0.5.7\n Checking bumpalo v3.19.0\n Checking either v1.15.0\n Checking aho-corasick v1.1.4\n Checking regex-syntax v0.8.8\n Checking ctrlc v3.5.1\n Checking typewit v1.14.2\n Checking lazy_static v1.5.0\n Checking base64 v0.22.1\n Checking sharded-slab v0.1.7\n Checking const_panic v0.2.15\n Checking itertools v0.14.0\n Checking tracing-log v0.2.0\n Checking nu-ansi-term v0.50.3\n Checking piper v0.2.4\n Compiling encase_derive_impl v0.11.2\n Checking crossbeam-channel v0.5.15\n Checking regex-automata v0.4.13\n Checking allocator-api2 v0.2.21\n Checking rustc-hash v1.1.0\n Checking foldhash v0.1.5\n Checking blocking v1.6.2\n Checking hashbrown v0.15.5\n Checking async-lock v3.4.1\n Checking constant_time_eq v0.3.1\n Checking arrayref v0.3.9\n Checking stackfuture v0.3.1\n Checking pxfm v0.1.27\n Checking async-fs v2.2.0\n Checking async-broadcast v0.7.2\n Checking raw-window-handle v0.6.2\n Checking atomicow v1.1.0\n Checking unicode-width v0.2.0\n Checking euclid v0.22.11\n Compiling synstructure v0.13.2\n Checking matchers v0.2.0\n Compiling blake3 v1.8.2\n Compiling naga v26.0.0\n Checking moxcms v0.7.10\n Checking termcolor v1.4.1\n Checking byteorder-lite v0.1.0\n Checking svg_fmt v0.4.5\n Checking bit-vec v0.8.0\n Checking bit-set v0.8.0\n Checking guillotiere v0.6.2\n Checking codespan-reporting v0.12.0\n Checking spirv v0.3.0+sdk-1.3.268.0\n Checking const_soft_float v0.1.4\n Checking hexf-parse v0.2.1\n Checking rectangle-pack v0.4.2\n Checking constgebra v0.1.4\n Compiling ash v0.38.0+1.3.281\n Checking gpu-descriptor-types v0.2.0\n Checking gpu-alloc-types v0.3.0\n Checking mio v1.1.1\n Compiling wgpu-hal v26.0.6\n Checking libloading v0.8.9\n Checking stable_deref_trait v1.2.1\n Checking itoa v1.0.15\n Checking bevy_mikktspace v0.17.0-dev\n Checking gpu-alloc v0.6.0\n Checking gpu-descriptor v0.3.2\n Checking ordered-float v5.0.0\n Checking tinyvec_macros v0.1.1\n Checking bytes v1.11.0\n Checking profiling v1.0.17\n Checking roxmltree v0.20.0\n Checking renderdoc-sys v1.1.0\n Checking tinyvec v1.10.0\n Checking fontconfig-parser v0.5.8\n Checking memmap2 v0.9.9\n Compiling wgpu-core v26.0.1\n Checking yazi v0.2.1\n Checking unicode-bidi-mirroring v0.2.0\n Checking static_assertions v1.1.0\n Checking unicode-ccc v0.2.0\n Checking ttf-parser v0.21.1\n Compiling litrs v1.0.0\n Checking unicode-script v0.5.8\n Checking ttf-parser v0.20.0\n Checking unicode-properties v0.1.4\n Checking zeno v0.3.3\n Compiling document-features v0.2.12\n Checking regex v1.12.2\n Compiling wgpu v26.0.1\n Checking fontdb v0.16.2\n Checking self_cell v1.2.1\n Checking unicode-linebreak v0.1.5\n Checking unicode-bidi v0.3.18\n Checking data-encoding v2.9.0\n Checking rangemap v1.7.0\n Checking sys-locale v0.3.2\n Checking socket2 v0.6.1\n Compiling pkg-config v0.3.32\n Compiling vcpkg v0.2.15\n Checking radsort v0.1.1\n Checking const-fnv1a-hash v1.1.0\n Checking offset-allocator v0.2.0\n Checking http v1.4.0\n Compiling rustversion v1.0.22\n Checking grid v0.15.0\n Checking writeable v0.6.2\n Checking accesskit v0.21.1\n Checking litemap v0.8.1\n Checking taffy v0.7.7\n Compiling icu_normalizer_data v2.1.1\n Compiling icu_properties_data v2.1.1\n Checking pin-utils v0.1.0\n Checking http-body v1.0.1\n Checking percent-encoding v2.3.2\n Checking futures-task v0.3.31\n Compiling fnv v1.0.7\n Compiling ident_case v1.0.1\n Compiling signal-hook v0.3.18\n Checking futures-sink v0.3.31\n Checking ryu v1.0.20\n Compiling openssl v0.10.75\n Compiling httparse v1.10.1\n Checking foreign-types-shared v0.1.1\n Compiling strsim v0.11.1\n Compiling darling_core v0.20.11\n Compiling openssl-sys v0.9.111\n Checking foreign-types v0.3.2\n Checking futures-util v0.3.31\n Checking signal-hook-registry v1.4.7\n Checking tower-service v0.3.3\n Compiling object v0.37.3\n Compiling rustix v0.38.44\n Checking try-lock v0.2.5\n Compiling native-tls v0.2.14\n Compiling owo-colors v4.2.3\n Checking want v0.3.1\n Checking futures-channel v0.3.31\n Checking adler2 v2.0.1\n Compiling color-spantrace v0.3.0\n Checking openssl-probe v0.1.6\n Compiling instability v0.3.10\n Compiling eyre v0.6.12\n Checking gimli v0.32.3\n Compiling heck v0.5.0\n Checking linux-raw-sys v0.4.15\n Compiling paste v1.0.15\n Compiling bytemuck_derive v1.10.2\n Compiling zerocopy-derive v0.8.31\n Compiling serde_derive v1.0.228\n Compiling thiserror-impl v2.0.17\n Compiling derive_more-impl v2.1.0\n Checking bytemuck v1.24.0\n Compiling bevy_reflect_derive v0.17.3\n Checking ppv-lite86 v0.2.21\n Compiling assert_type_match v0.1.1\n Checking rand_chacha v0.9.0\n Checking rand v0.9.2\n Checking glam v0.30.9\n Compiling tracing-attributes v0.1.31\n Checking bevy_platform v0.17.3\n Checking smol_str v0.2.2\n Checking bevy_utils v0.17.3\n Compiling variadics_please v1.1.0\n Compiling bevy_ecs_macros v0.17.3\n Compiling bevy_derive v0.17.3\n Checking half v2.7.1\n Checking wgpu-types v26.0.0\n Checking rand_distr v0.5.1\n Checking ron v0.10.1\n Compiling bevy_asset_macros v0.17.3\n Compiling encase_derive v0.11.2\n Checking image v0.25.9\n Checking derive_more v2.1.0\n Checking bevy_reflect v0.17.3\n Checking bevy_tasks v0.17.3\n Checking tracing v0.1.43\n Checking tracing-subscriber v0.3.22\n Compiling zerofrom-derive v0.1.6\n Checking encase v0.11.2\n Checking hexasphere v16.0.0\n Checking font-types v0.10.1\n Compiling yoke-derive v0.8.1\n Checking read-fonts v0.35.0\n Checking bevy_math v0.17.3\n Checking bevy_ecs v0.17.3\n Checking skrifa v0.37.0\n Checking bevy_color v0.17.3\n Compiling zerovec-derive v0.11.2\n Checking swash v0.2.6\n Checking wgpu-core-deps-windows-linux-android v26.0.0\n Checking rustybuzz v0.14.1\n Compiling displaydoc v0.2.5\n Checking cosmic-text v0.14.2\n Checking naga_oil v0.19.1\n Compiling tokio-macros v2.6.0\n Checking bevy_app v0.17.3\n Checking zerofrom v0.1.6\n Checking yoke v0.8.1\n Compiling bevy_render_macros v0.17.3\n Checking bevy_asset v0.17.3\n Checking bevy_log v0.17.3\n Checking bevy_transform v0.17.3\n Checking bevy_input v0.17.3\n Checking zerovec v0.11.5\n Checking bevy_time v0.17.3\n Checking bevy_diagnostic v0.17.3\n Compiling bevy_encase_derive v0.17.3\n Checking bevy_window v0.17.3\n Checking bevy_image v0.17.3\n Checking bevy_shader v0.17.3\n Checking tinystr v0.8.2\n Checking bevy_mesh v0.17.3\n Checking bevy_text v0.17.3\n Checking icu_locale_core v2.1.1\n Checking potential_utf v0.1.4\n Checking zerotrie v0.2.3\n Checking bevy_a11y v0.17.3\n Checking icu_collections v2.1.1\n Checking icu_provider v2.1.1\n Compiling bevy_state_macros v0.17.3\n Compiling openssl-macros v0.1.1\n Checking icu_normalizer v2.1.1\n Checking icu_properties v2.1.1\n Checking bevy_camera v0.17.3\n Checking tokio v1.48.0\n Compiling darling_macro v0.20.11\n Checking bevy_sprite v0.17.3\n Checking bevy_picking v0.17.3\n Checking bevy_ui v0.17.3\n Checking tokio-util v0.7.17\n Compiling darling v0.20.11\n Checking idna_adapter v1.2.1\n Checking bevy_state v0.17.3\n Checking tracing-error v0.2.1\n Checking addr2line v0.25.1\n Checking h2 v0.4.12\n Compiling strum_macros v0.26.4\n Checking bevy_render v0.17.3\n Checking miniz_oxide v0.8.9\n Checking signal-hook-mio v0.2.5\n Checking hyper v1.8.1\n Checking castaway v0.2.4\n Checking form_urlencoded v1.2.2\n Checking itertools v0.13.0\n Checking sync_wrapper v1.0.2\n Compiling indoc v2.0.7\n Checking utf8_iter v1.0.4\n Checking unicode-width v0.1.14\n Checking indenter v0.3.4\n Compiling serde_json v1.0.145\n Checking ipnet v2.11.0\n Checking rustc-demangle v0.1.26\n Checking tower-layer v0.3.3\n Checking hyper-util v0.1.19\n Checking tower v0.5.2\n Checking backtrace v0.3.76\n Checking unicode-truncate v1.1.0\n Checking idna v1.1.0\n Checking compact_str v0.8.1\n Checking crossterm v0.28.1\n Checking tokio-native-tls v0.3.1\n Checking http-body-util v0.1.3\n Checking lru v0.12.5\n Checking cassowary v0.3.0\n Checking iri-string v0.7.9\n Checking zeroize v1.8.2\n Checking rustls-pki-types v1.13.1\n Checking hyper-tls v0.6.0\n Checking color-eyre v0.6.5\n Checking tower-http v0.6.7\n Checking url v2.5.7\n Checking serde_urlencoded v0.7.1\n Checking encoding_rs v0.8.35\n Checking mime v0.3.17\n Checking reqwest v0.12.24\n Checking strum v0.26.3\n Checking ratatui v0.29.0\n Checking bevy_core_pipeline v0.17.3\n Checking bevy_sprite_render v0.17.3\n Checking bevy_ui_render v0.17.3\n Checking bevy_dev_tools v0.17.3\n Checking bevy_internal v0.17.3\n Checking bevy_dylib v0.17.3\n Checking bevy v0.17.3\n Checking bevy_ratatui v0.10.0\n Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765151501447)\nwarning: field `enabled` is never read\n --> src/ai/bridge.rs:21:9\n |\n18 | pub struct AiBridgeConfig {\n | -------------- field in this struct\n...\n21 | pub enabled: bool,\n | ^^^^^^^\n |\n = note: `AiBridgeConfig` has derived impls for the traits `Clone` and `Debug`, but these are intentionally ignored during dead code analysis\n = note: `#[warn(dead_code)]` (part of `#[warn(unused)]`) on by default\n\nwarning: function `build_game_context` is never used\n --> src/ai/bridge.rs:182:8\n |\n182 | pub fn build_game_context(\n | ^^^^^^^^^^^^^^^^^^\n\nwarning: variant `InvalidResponseFormat` is never constructed\n --> src/ai/client.rs:23:5\n |\n12 | pub enum OllamaError {\n | ----------- variant in this enum\n...\n23 | InvalidResponseFormat,\n | ^^^^^^^^^^^^^^^^^^^^^\n |\n = note: `OllamaError` has a derived impl for the trait `Debug`, but this is intentionally ignored during dead code analysis\n\nwarning: fields `model`, `done`, `total_duration`, `load_duration`, `prompt_eval_count`, and `eval_count` are never read\n --> src/ai/client.rs:52:9\n |\n51 | pub struct OllamaResponse {\n | -------------- fields in this struct\n52 | pub model: String,\n | ^^^^^\n53 | pub response: String,\n54 | pub done: bool,\n | ^^^^\n55 | #[serde(default)]\n56 | pub total_duration: Option<u64>,\n | ^^^^^^^^^^^^^^\n57 | #[serde(default)]\n58 | pub load_duration: Option<u64>,\n | ^^^^^^^^^^^^^\n59 | #[serde(default)]\n60 | pub prompt_eval_count: Option<u32>,\n | ^^^^^^^^^^^^^^^^^\n61 | #[serde(default)]\n62 | pub eval_count: Option<u32>,\n | ^^^^^^^^^^\n |\n = note: `OllamaResponse` has a derived impl for the trait `Debug`, but this is intentionally ignored during dead code analysis\n\nwarning: methods `generate` and `model` are never used\n --> src/ai/client.rs:90:18\n |\n 73 | impl OllamaClient {\n | ----------------- methods in this implementation\n...\n 90 | pub async fn generate(&self, prompt: &str) -> Result<String, OllamaError> {\n | ^^^^^^^^\n...\n166 | pub fn model(&self) -> &str {\n | ^^^^^\n\nwarning: variants `InterpretAction`, `DeathNarration`, and `LoreDiscovery` are never constructed\n --> src/ai/worker.rs:32:5\n |\n23 | pub enum Narra**********tKind {\n | -------------------- variants in this enum\n...\n32 | InterpretAction {\n | ^^^^^^^^^^^^^^^\n...\n36 | DeathNarration {\n | ^^^^^^^^^^^^^^\n...\n40 | LoreDiscovery {\n | ^^^^^^^^^^^^^\n |\n = note: `NarrativeRequestKind` has derived impls for the traits `Clone` and `Debug`, but these are intentionally ignored during dead code analysis\n\nwarning: fields `request_id` and `target_entity` are never read\n --> src/ai/worker.rs:84:9\n |\n83 | pub struct NarrativeResponse {\n | ----------------- fields in this struct\n84 | pub request_id: u64,\n | ^^^^^^^^^^\n85 | pub kind: NarrativeResponseKind,\n86 | pub target_entity: Option<Entity>,\n | ^^^^^^^^^^^^^\n |\n = note: `NarrativeResponse` has derived impls for the traits `Clone` and `Debug`, but these are intentionally ignored during dead code analysis\n\nwarning: method `distance` is never used\n --> src/game/components.rs:33:12\n |\n27 | impl Position {\n | ------------- method in this implementation\n...\n33 | pub fn distance(&self, other: &Position) -> i32 {\n | ^^^^^^^^\n\nwarning: method `heal` is never used\n --> src/game/components.rs:147:12\n |\n138 | impl Health {\n | ----------- method in this implementation\n...\n147 | pub fn heal(&mut self, amount: i32) {\n | ^^^^\n\nwarning: constant `TITLE_ART` is never used\n --> src/theme/mod.rs:40:11\n |\n40 | pub const TITLE_ART: &str = r#\"\n | ^^^^^^^^^\n\nwarning: constant `LOADING_MESSAGES` is never used\n --> src/theme/mod.rs:49:11\n |\n49 | pub const LOADING_MESSAGES: &[&str] = &[\n | ^^^^^^^^^^^^^^^^\n\nwarning: constant `BLOOD` is never used\n --> src/theme/mod.rs:15:15\n |\n15 | pub const BLOOD: Color = Color::Rgb(139, 0, 0);\n | ^^^^^\n\nwarning: constant `POISON` is never used\n --> src/theme/mod.rs:18:15\n |\n18 | pub const POISON: Color = Color::Rgb(0, 100, 0);\n | ^^^^^^\n\nwarning: constant `ETHEREAL` is never used\n --> src/theme/mod.rs:21:15\n |\n21 | pub const ETHEREAL: Color = Color::Rgb(100, 149, 237);\n | ^^^^^^^^\n\nwarning: constant `GOLD` is never used\n --> src/theme/mod.rs:24:15\n |\n24 | pub const GOLD: Color = Color::Rgb(255, 215, 0);\n | ^^^^\n\nwarning: constant `BONE` is never used\n --> src/theme/mod.rs:27:15\n |\n27 | pub const BONE: Color = Color::Rgb(255, 250, 240);\n | ^^^^\n\nwarning: constant `SHADOW` is never used\n --> src/theme/mod.rs:30:15\n |\n30 | pub const SHADOW: Color = Color::Rgb(48, 0, 48);\n | ^^^^^^\n\nwarning: constant `RUST` is never used\n --> src/theme/mod.rs:33:15\n |\n33 | pub const RUST: Color = Color::Rgb(183, 65, 14);\n | ^^^^\n\nwarning: constant `ELDRITCH` is never used\n --> src/theme/mod.rs:36:15\n |\n36 | pub const ELDRITCH: Color = Color::Rgb(0, 255, 255);\n | ^^^^^^^^\n\nwarning: `neurohack` (bin \"neurohack\") generated 19 warnings\n Finished `dev` profile [optimized + debuginfo] target(s) in 1m 22s","is_error":false}]},"parent_tool_use_id":null,"session_id":"58d19c68-c8db-49e2-922e-ba97175a94c0","uuid":"26be028e-3e9b-487c-8760-15b957a0be0e","tool_use_result":{"stdout":" Updating crates.io index\n Locking 490 packages to latest Rust 1.91.1 compatible versions\n Adding crossterm v0.28.1 (available: v0.29.0)\n Adding ordered-float v5.0.0 (available: v5.1.0)\n Adding unicode-width v0.2.0 (available: v0.2.2)\n Compiling proc-macro2 v1.0.103\n Compiling unicode-ident v1.0.22\n Compiling quote v1.0.42\n Compiling serde_core v1.0.228\n Compiling libc v0.2.178\n Checking cfg-if v1.0.4\n Checking log v0.4.29\n Checking pin-project-lite v0.2.16\n Compiling libm v0.2.15\n Checking smallvec v1.15.1\n Checking equivalent v1.0.2\n Compiling parking_lot_core v0.9.12\n Checking futures-core v0.3.31\n Compiling zerocopy v0.8.31\n Compiling cfg_aliases v0.2.1\n Compiling serde v1.0.228\n Checking once_cell v1.21.3\n Compiling syn v2.0.111\n Compiling crossbeam-utils v0.8.21\n Checking bitflags v2.10.0\n Checking hashbrown v0.16.1\n Compiling getrandom v0.3.4\n Compiling scopeguard v1.2.0\n Compiling winnow v0.7.14\n Compiling thiserror v2.0.17\n Compiling lock_api v0.4.14\n Compiling indexmap v2.12.1\n Compiling toml_datetime v0.7.3\n Compiling parking_lot v0.12.5\n Compiling autocfg v1.5.0\n Compiling toml_parser v1.0.4\n Checking parking v2.2.1\n Checking rand_core v0.9.3\n Checking concurrent-queue v2.5.0\n Checking atomic-waker v1.1.2\n Compiling toml_edit v0.23.9\n Checking thread_local v1.1.9\n Checking arrayvec v0.7.6\n Checking event-listener v5.4.1\n Compiling unicode-segmentation v1.12.0\n Checking slab v0.4.11\n Checking event-listener-strategy v0.5.4\n Checking fastrand v2.3.0\n Compiling convert_case v0.10.0\n Compiling num-traits v0.2.19\n Compiling bevy_macro_utils v0.17.3\n Checking futures-io v0.3.31\n Compiling typeid v1.0.3\n Checking foldhash v0.2.0\n Compiling version_check v0.9.5\n Compiling unicode-xid v0.2.6\n Checking spin v0.10.0\n Compiling erased-serde v0.4.9\n Checking futures-lite v2.6.1\n Checking tracing-core v0.1.35\n Checking disqualified v1.0.0\n Compiling find-msvc-tools v0.1.5\n Checking async-task v4.7.1\n
[2025-12-07T23:54:22.745Z] [INFO] Compiling slotmap v1.1.1\n Compiling shlex v1.3.0\n Compiling cc v1.2.49\n Checking async-channel v2.5.0\n Checking uuid v1.19.0\n Checking memchr v2.7.6\n Checking bevy_ptr v0.17.3\n Checking inventory v0.3.21\n Checking downcast-rs v2.0.2\n Compiling nix v0.30.1\n Checking async-executor v1.13.3\n Checking crossbeam-queue v0.3.12\n Checking nonmax v0.5.5\n Checking fixedbitset v0.5.7\n Checking bumpalo v3.19.0\n Checking either v1.15.0\n Checking aho-corasick v1.1.4\n Checking regex-syntax v0.8.8\n Checking ctrlc v3.5.1\n Checking typewit v1.14.2\n Checking lazy_static v1.5.0\n Checking base64 v0.22.1\n Checking sharded-slab v0.1.7\n Checking const_panic v0.2.15\n Checking itertools v0.14.0\n Checking tracing-log v0.2.0\n Checking nu-ansi-term v0.50.3\n Checking piper v0.2.4\n Compiling encase_derive_impl v0.11.2\n Checking crossbeam-channel v0.5.15\n Checking regex-automata v0.4.13\n Checking allocator-api2 v0.2.21\n Checking rustc-hash v1.1.0\n Checking foldhash v0.1.5\n Checking blocking v1.6.2\n Checking hashbrown v0.15.5\n Checking async-lock v3.4.1\n Checking constant_time_eq v0.3.1\n Checking arrayref v0.3.9\n Checking stackfuture v0.3.1\n Checking pxfm v0.1.27\n Checking async-fs v2.2.0\n Checking async-broadcast v0.7.2\n Checking raw-window-handle v0.6.2\n Checking atomicow v1.1.0\n Checking unicode-width v0.2.0\n Checking euclid v0.22.11\n Compiling synstructure v0.13.2\n Checking matchers v0.2.0\n Compiling blake3 v1.8.2\n Compiling naga v26.0.0\n Checking moxcms v0.7.10\n Checking termcolor v1.4.1\n Checking byteorder-lite v0.1.0\n Checking svg_fmt v0.4.5\n Checking bit-vec v0.8.0\n Checking bit-set v0.8.0\n Checking guillotiere v0.6.2\n Checking codespan-reporting v0.12.0\n Checking spirv v0.3.0+sdk-1.3.268.0\n Checking const_soft_float v0.1.4\n Checking hexf-parse v0.2.1\n Checking rectangle-pack v0.4.2\n Checking constgebra v0.1.4\n Compiling ash v0.38.0+1.3.281\n Checking gpu-descriptor-types v0.2.0\n Checking gpu-alloc-types v0.3.0\n Checking mio v1.1.1\n Compiling wgpu-hal v26.0.6\n Checking libloading v0.8.9\n Checking stable_deref_trait v1.2.1\n Checking itoa v1.0.15\n Checking bevy_mikktspace v0.17.0-dev\n Checking gpu-alloc v0.6.0\n Checking gpu-descriptor v0.3.2\n Checking ordered-float v5.0.0\n Checking tinyvec_macros v0.1.1\n Checking bytes v1.11.0\n Checking profiling v1.0.17\n Checking roxmltree v0.20.0\n Checking renderdoc-sys v1.1.0\n Checking tinyvec v1.10.0\n Checking fontconfig-parser v0.5.8\n Checking memmap2 v0.9.9\n Compiling wgpu-core v26.0.1\n Checking yazi v0.2.1\n Checking unicode-bidi-mirroring v0.2.0\n Checking static_assertions v1.1.0\n Checking unicode-ccc v0.2.0\n Checking ttf-parser v0.21.1\n Compiling litrs v1.0.0\n Checking unicode-script v0.5.8\n Checking ttf-parser v0.20.0\n Checking unicode-properties v0.1.4\n Checking zeno v0.3.3\n Compiling document-features v0.2.12\n Checking regex v1.12.2\n Compiling wgpu v26.0.1\n Checking fontdb v0.16.2\n Checking self_cell v1.2.1\n Checking unicode-linebreak v0.1.5\n Checking unicode-bidi v0.3.18\n Checking data-encoding v2.9.0\n Checking rangemap v1.7.0\n Checking sys-locale v0.3.2\n Checking socket2 v0.6.1\n Compiling pkg-config v0.3.32\n Compiling vcpkg v0.2.15\n Checking radsort v0.1.1\n Checking const-fnv1a-hash v1.1.0\n Checking offset-allocator v0.2.0\n Checking http v1.4.0\n Compiling rustversion v1.0.22\n Checking grid v0.15.0\n Checking writeable v0.6.2\n Checking accesskit v0.21.1\n Checking litemap v0.8.1\n Checking taffy v0.7.7\n Compiling icu_normalizer_data v2.1.1\n Compiling icu_properties_data v2.1.1\n Checking pin-utils v0.1.0\n Checking http-body v1.0.1\n Checking percent-encoding v2.3.2\n Checking futures-task v0.3.31\n Compiling fnv v1.0.7\n Compiling ident_case v1.0.1\n Compiling signal-hook v0.3.18\n Checking futures-sink v0.3.31\n Checking ryu v1.0.20\n Compiling openssl v0.10.75\n Compiling httparse v1.10.1\n Checking foreign-types-shared v0.1.1\n Compiling strsim v0.11.1\n Compiling darling_core v0.20.11\n Compiling openssl-sys v0.9.111\n Checking foreign-types v0.3.2\n Checking futures-util v0.3.31\n Checking signal-hook-registry v1.4.7\n Checking tower-service v0.3.3\n Compiling object v0.37.3\n Compiling rustix v0.38.44\n Checking try-lock v0.2.5\n Compiling native-tls v0.2.14\n Compiling owo-colors v4.2.3\n Checking want v0.3.1\n Checking futures-channel v0.3.31\n Checking adler2 v2.0.1\n Compiling color-spantrace v0.3.0\n Checking openssl-probe v0.1.6\n Compiling instability v0.3.10\n Compiling eyre v0.6.12\n Checking gimli v0.32.3\n Compiling heck v0.5.0\n Checking linux-raw-sys v0.4.15\n Compiling paste v1.0.15\n Compiling bytemuck_derive v1.10.2\n Compiling zerocopy-derive v0.8.31\n Compiling serde_derive v1.0.228\n Compiling thiserror-impl v2.0.17\n Compiling derive_more-impl v2.1.0\n Checking bytemuck v1.24.0\n Compiling bevy_reflect_derive v0.17.3\n Checking ppv-lite86 v0.2.21\n Compiling assert_type_match v0.1.1\n Checking rand_chacha v0.9.0\n Checking rand v0.9.2\n Checking glam v0.30.9\n Compiling tracing-attributes v0.1.31\n Checking bevy_platform v0.17.3\n Checking smol_str v0.2.2\n Checking bevy_utils v0.17.3\n Compiling variadics_please v1.1.0\n Compiling bevy_ecs_macros v0.17.3\n Compiling bevy_derive v0.17.3\n Checking half v2.7.1\n Checking wgpu-types v26.0.0\n Checking rand_distr v0.5.1\n Checking ron v0.10.1\n Compiling bevy_asset_macros v0.17.3\n Compiling encase_derive v0.11.2\n Checking image v0.25.9\n Checking derive_more v2.1.0\n Checking bevy_reflect v0.17.3\n Checking bevy_tasks v0.17.3\n Checking tracing v0.1.43\n Checking tracing-subscriber v0.3.22\n Compiling zerofrom-derive v0.1.6\n Checking encase v0.11.2\n Checking hexasphere v16.0.0\n Checking font-types v0.10.1\n Compiling yoke-derive v0.8.1\n Checking read-fonts v0.35.0\n Checking bevy_math v0.17.3\n Checking bevy_ecs v0.17.3\n Checking skrifa v0.37.0\n Checking bevy_color v0.17.3\n Compiling zerovec-derive v0.11.2\n Checking swash v0.2.6\n Checking wgpu-core-deps-windows-linux-android v26.0.0\n Checking rustybuzz v0.14.1\n Compiling displaydoc v0.2.5\n Checking cosmic-text v0.14.2\n Checking naga_oil v0.19.1\n Compiling tokio-macros v2.6.0\n Checking bevy_app v0.17.3\n Checking zerofrom v0.1.6\n Checking yoke v0.8.1\n Compiling bevy_render_macros v0.17.3\n Checking bevy_asset v0.17.3\n Checking bevy_log v0.17.3\n Checking bevy_transform v0.17.3\n Checking bevy_input v0.17.3\n Checking zerovec v0.11.5\n Checking bevy_time v0.17.3\n Checking bevy_diagnostic v0.17.3\n Compiling bevy_encase_derive v0.17.3\n Checking bevy_window v0.17.3\n Checking bevy_image v0.17.3\n Checking bevy_shader v0.17.3\n Checking tinystr v0.8.2\n Checking bevy_mesh v0.17.3\n Checking bevy_text v0.17.3\n Checking icu_locale_core v2.1.1\n Checking potential_utf v0.1.4\n Checking zerotrie v0.2.3\n Checking bevy_a11y v0.17.3\n Checking icu_collections v2.1.1\n Checking icu_provider v2.1.1\n Compiling bevy_state_macros v0.17.3\n Compiling openssl-macros v0.1.1\n Checking icu_normalizer v2.1.1\n Checking icu_properties v2.1.1\n Checking bevy_camera v0.17.3\n Checking tokio v1.48.0\n Compiling darling_macro v0.20.11\n Checking bevy_sprite v0.17.3\n Checking bevy_picking v0.17.3\n Checking bevy_ui v0.17.3\n Checking tokio-util v0.7.17\n Compiling darling v0.20.11\n Checking idna_adapter v1.2.1\n Checking bevy_state v0.17.3\n Checking tracing-error v0.2.1\n Checking addr2line v0.25.1\n Checking h2 v0.4.12\n Compiling strum_macros v0.26.4\n Checking bevy_render v0.17.3\n Checking miniz_oxide v0.8.9\n Checking signal-hook-mio v0.2.5\n Checking hyper v1.8.1\n Checking castaway v0.2.4\n Checking form_urlencoded v1.2.2\n Checking itertools v0.13.0\n Checking sync_wrapper v1.0.2\n Compiling indoc v2.0.7\n Checking utf8_iter v1.0.4\n Checking unicode-width v0.1.14\n Checking indenter v0.3.4\n Compiling serde_json v1.0.145\n Checking ipnet v2.11.0\n Checking rustc-demangle v0.1.26\n Checking tower-layer v0.3.3\n Checking hyper-util v0.1.19\n Checking tower v0.5.2\n Checking backtrace v0.3.76\n Checking unicode-truncate v1.1.0\n Checking idna v1.1.0\n Checking compact_str v0.8.1\n Checking crossterm v0.28.1\n Checking tokio-native-tls v0.3.1\n Checking http-body-util v0.1.3\n Checking lru v0.12.5\n Checking cassowary v0.3.0\n Checking iri-string v0.7.9\n Checking zeroize v1.8.2\n Checking rustls-pki-types v1.13.1\n Checking hyper-tls v0.6.0\n Checking color-eyre v0.6.5\n Checking tower-http v0.6.7\n Checking url v2.5.7\n Checking serde_urlencoded v0.7.1\n Checking encoding_rs v0.8.35\n Checking mime v0.3.17\n Checking reqwest v0.12.24\n Checking strum v0.26.3\n Checking ratatui v0.29.0\n Checking bevy_core_pipeline v0.17.3\n Checking bevy_sprite_render v0.17.3\n Checking bevy_ui_render v0.17.3\n Checking bevy_dev_tools v0.17.3\n Checking bevy_internal v0.17.3\n Checking bevy_dylib v0.17.3\n Checking bevy v0.17.3\n Checking bevy_ratatui v0.10.0\n Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765151501447)\nwarning: field `enabled` is never read\n --> src/ai/bridge.rs:21:9\n |\n18 | pub struct AiBridgeConfig {\n | -------------- field in this struct\n...\n21 | pub enabled: bool,\n | ^^^^^^^\n |\n = note: `AiBridgeConfig` has derived impls for the traits `Clone` and `Debug`, but these are intentionally ignored during dead code analysis\n = note: `#[warn(dead_code)]` (part of `#[warn(unused)]`) on by default\n\nwarning: function `build_game_context` is never used\n --> src/ai/bridge.rs:182:8\n |\n182 | pub fn build_game_context(\n | ^^^^^^^^^^^^^^^^^^\n\nwarning: variant `InvalidResponseFormat` is never constructed\n --> src/ai/client.rs:23:5\n |\n12 | pub enum OllamaError {\n | ----------- variant in this enum\n...\n23 | InvalidResponseFormat,\n | ^^^^^^^^^^^^^^^^^^^^^\n |\n = note: `OllamaError` has a derived impl for the trait `Debug`, but this is intentionally ignored during dead code analysis\n\nwarning: fields `model`, `done`, `total_duration`, `load_duration`, `prompt_eval_count`, and `eval_count` are never read\n --> src/ai/client.rs:52:9\n |\n51 | pub struct OllamaResponse {\n | -------------- fields in this struct\n52 | pub model: String,\n | ^^^^^\n53 | pub response: String,\n54 | pub done: bool,\n | ^^^^\n55 | #[serde(default)]\n56 | pub total_duration: Option<u64>,\n | ^^^^^^^^^^^^^^\n57 | #[serde(default)]\n58 | pub load_duration: Option<u64>,\n | ^^^^^^^^^^^^^\n59 | #[serde(default)]\n60 | pub prompt_eval_count: Option<u32>,\n | ^^^^^^^^^^^^^^^^^\n61 | #[serde(default)]\n62 | pub eval_count: Option<u32>,\n | ^^^^^^^^^^\n |\n = note: `OllamaResponse` has a derived impl for the trait `Debug`, but this is intentionally ignored during dead code analysis\n\nwarning: methods `generate` and `model` are never used\n --> src/ai/client.rs:90:18\n |\n 73 | impl OllamaClient {\n | ----------------- methods in this implementation\n...\n 90 | pub async fn generate(&self, prompt: &str) -> Result<String, OllamaError> {\n | ^^^^^^^^\n...\n166 | pub fn model(&self) -> &str {\n | ^^^^^\n\nwarning: variants `InterpretAction`, `DeathNarration`, and `LoreDiscovery` are never constructed\n --> src/ai/worker.rs:32:5\n |\n23 | pub enum Narra**********tKind {\n | -------------------- variants in this enum\n...\n32 | InterpretAction {\n | ^^^^^^^^^^^^^^^\n...\n36 | DeathNarration {\n | ^^^^^^^^^^^^^^\n...\n40 | LoreDiscovery {\n | ^^^^^^^^^^^^^\n |\n = note: `NarrativeRequestKind` has derived impls for the traits `Clone` and `Debug`, but these are intentionally ignored during dead code analysis\n\nwarning: fields `request_id` and `target_entity` are never read\n --> src/ai/worker.rs:84:9\n |\n83 | pub struct NarrativeResponse {\n | ----------------- fields in this struct\n84 | pub request_id: u64,\n | ^^^^^^^^^^\n85 | pub kind: NarrativeResponseKind,\n86 | pub target_entity: Option<Entity>,\n | ^^^^^^^^^^^^^\n |\n = note: `NarrativeResponse` has derived impls for the traits `Clone` and `Debug`, but these are intentionally ignored during dead code analysis\n\nwarning: method `distance` is never used\n --> src/game/components.rs:33:12\n |\n27 | impl Position {\n | ------------- method in this implementation\n...\n33 | pub fn distance(&self, other: &Position) -> i32 {\n | ^^^^^^^^\n\nwarning: method `heal` is never used\n --> src/game/components.rs:147:12\n |\n138 | impl Health {\n | ----------- method in this implementation\n...\n147 | pub fn heal(&mut self, amount: i32) {\n | ^^^^\n\nwarning: constant `TITLE_ART` is never used\n --> src/theme/mod.rs:40:11\n |\n40 | pub const TITLE_ART: &str = r#\"\n | ^^^^^^^^^\n\nwarning: constant `LOADING_MESSAGES` is never used\n --> src/theme/mod.rs:49:11\n |\n49 | pub const LOADING_MESSAGES: &[&str] = &[\n | ^^^^^^^^^^^^^^^^\n\nwarning: constant `BLOOD` is never used\n --> src/theme/mod.rs:15:15\n |\n15 | pub const BLOOD: Color = Color::Rgb(139, 0, 0);\n | ^^^^^\n\nwarning: constant `POISON` is never used\n --> src/theme/mod.rs:18:15\n |\n18 | pub const POISON: Color = Color::Rgb(0, 100, 0);\n | ^^^^^^\n\nwarning: constant `ETHEREAL` is never used\n --> src/theme/mod.rs:21:15\n |\n21 | pub const ETHEREAL: Color = Color::Rgb(100, 149, 237);\n | ^^^^^^^^\n\nwarning: constant `GOLD` is never used\n --> src/theme/mod.rs:24:15\n |\n24 | pub const GOLD: Color = Color::Rgb(255, 215, 0);\n | ^^^^\n\nwarning: constant `BONE` is never used\n --> src/theme/mod.rs:27:15\n |\n27 | pub const BONE: Color = Color::Rgb(255, 250, 240);\n | ^^^^\n\nwarning: constant `SHADOW` is never used\n --> src/theme/mod.rs:30:15\n |\n30 | pub const SHADOW: Color = Color::Rgb(48, 0, 48);\n | ^^^^^^\n\nwarning: constant `RUST` is never used\n --> src/theme/mod.rs:33:15\n |\n33 | pub const RUST: Color = Color::Rgb(183, 65, 14);\n | ^^^^\n\nwarning: constant `ELDRITCH` is never used\n --> src/theme/mod.rs:36:15\n |\n36 | pub const ELDRITCH: Color = Color::Rgb(0, 255, 255);\n | ^^^^^^^^\n\nwarning: `neurohack` (bin \"neurohack\") generated 19 warnings\n Finished `dev` profile [optimized + debuginfo] target(s) in 1m 22s","stderr":"","interrupted":false,"isImage":false}}
[2025-12-07T23:54:26.773Z] [INFO] {
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"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Code compiles with warnings but no errors. Now let me research D&D 5e SRD rules to understand the core mechanics we need to implement."
}
],
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[2025-12-07T23:54:35.200Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01Sa3Dp89LRXDebu8NxCDyAs",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01EeavEcvA3aJKYQcH8973jL",
"name": "TodoWrite",
"input": {
"todos": [
{
"content": "Read and understand current codebase implementation",
"status": "completed",
"activeForm": "Reading and understanding current codebase implementation"
},
{
"content": "Verify current code compiles without errors",
"status": "completed",
"activeForm": "Verifying current code compiles"
},
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They're derived from your ability scores, typically calculated by subtracting 10 from your ability score and then dividing by 2 (rounded down).(no content)Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.\n\n### The Six Ability Scores\n\nStrength measures your character's physical power, athletic ability and raw force. Strength is essential for melee attacks with weapons that don't require finesse (like greatswords, warhammers, or battleaxes) as the Strength modifier affects how well a character can land these attacks and how much damage they deal. Additionally, Strength influences tasks that require sheer physical effort, like breaking down doors, lifting heavy objects or climbing steep surfaces.(no content)Dexterity is the stat that measures agility, reflexes, and balance. It's vital for characters who rely on finesse over brute force, often favoring speed and precision in combat and movement. Dexterity affects ranged attacks, finesse weapons (like rapiers and daggers) and provides a bonus to Armor Class, making it essential for avoiding attacks.(no content)Constitution dictates your HP, ability to maintain Concentration on spells, and endurance.\n\n## Dice Rolls and Ability Checks\n\nTo make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC.(no content)An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.\n\n### Advantage and Disadvantage\n\nIf circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.\n\n## Armor Class (AC)\n\nWhen making an attack against a creature, if the attacker meets the defender's AC the attack will hit.(no content)When unarmored, your base Armor Class is 10 + Dexterity modifier. If you have a spell, item, feat, or racial trait that affects your Armor Class then the calculation will change. The two most common ways to increase AC are to pump your Dexterity modifier (if you're not wearing heavy armor) or to equip better armor.\n\n## 2024 Rules Updates\n\nIn the 2024 Player's Handbook, the Ability Score Improvement class feature has been turned into a feat. When you gain this class feature at level 4, and each subsequent time you gain this feature, you can either choose the Ability Score Improvement feat or another feat that you qualify for.\n\n### Methods to Determine Ability Scores (2024 Rules)\n\nIn the DnD 2024 rules, Wizards of the Coast recommends three ways to determine your Ability Scores: Random Generation (roll four d6s and record the total of the highest three dice, do this five more times so you have six numbers which you then apply to your stats), Standard Array (take the following six numbers and assign each one to a specific ability score: 15, 14, 13, 12, 10, 8).(no content)The point buy system allows you to allocate 27 points to your ability scores. Each score starts at 8 and increases in cost as scores rise, giving you control over their character's strengths and weaknesses. This method ensures fairness and customization but caps maximum scores before any background bonuses.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks."
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"content": "# Ability Scores and Modifiers in D&D 5e\n\n## Overview\nAbility scores represent six core attributes that define every creature's capabilities. These are: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.\n\n## Ability Score Range\nScores typically range from 1 to 30:\n- Normal humans average 10-11\n- Adventurers often reach 18\n- Monsters and divine beings can reach 30\n\n## Modifiers Derived from Scores\nEach ability score generates a modifier used in gameplay calculations. As stated in the rules: \"To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).\"\n\n### Modifier Table Summary\n- Score 1 = -5 modifier\n- Scores 2-3 = -4 modifier\n- Scores 10-11 = +0 modifier (average)\n- Scores 18-19 = +4 modifier\n- Score 30 = +10 modifier (maximum)\n\n## Mechanical Application\nModifiers apply to the three main rolls: ability checks, saving throws, and attack rolls. \"Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.\""
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[2025-12-07T23:55:45.457Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01PWFwWnRideQgFgmgyBpv4C","type":"tool_result","content":"Web search results for query: \"D&D 5e SRD weapons armor types damage dice attack bonus 2024\"\n\nLinks: [{\"title\":\"Weapons - 5e 2024 SRD\",\"url\":\"https://5e24srd.com/equipment/weapons.html\"},{\"title\":\"Weapons | D&D 5th Edition on Roll20 Compendium\",\"url\":\"https://roll20.net/compendium/dnd5e/Weapons\"},{\"title\":\"Weapon - D&D 5e (2024)\",\"url\":\"http://dnd2024.wikidot.com/equipment:weapon\"},{\"title\":\"How DnD Weapons Work Using the New 2024 Rules | D&D Rules\",\"url\":\"https://dungeonsanddragonsfan.com/dnd-weapons-rules/\"},{\"title\":\"Weapons – 5th Edition SRD\",\"url\":\"https://www.5esrd.com/equipment/weapons/\"},{\"title\":\"dnd 5e 2014 - How do I figure the dice and bonuses for attack rolls and damage rolls? - Role-playing Games Stack Exchange\",\"url\":\"https://rpg.stackexchange.com/questions/72910/how-do-i-figure-the-dice-and-bonuses-for-attack-rolls-and-damage-rolls\"},{\"title\":\"5e SRD:Damage Rolls - D&D Wiki\",\"url\":\"https://www.dandwiki.com/wiki/5e_SRD:Damage_Rolls\"},{\"title\":\"Beyond Damage Dice: New Weapon Options for 5th Edition - Kobold Press Store\",\"url\":\"https://koboldpress.com/kpstore/product/beyond-damage-dice-new-weapon-options-for-5th-edition/\"},{\"title\":\"Weapons | D&D 2024 | Roll20 Compendium\",\"url\":\"https://roll20.net/compendium/dnd5e/Rules:Weapons?expansion=33335\"},{\"title\":\"dnd 5e 2024 - Does the Great Weapon Fighting fighting style feat apply to the damage dice from the following features? - Role-playing Games Stack ...\",\"url\":\"https://rpg.stackexchange.com/questions/215467/in-dd-5e-2024-does-the-great-weapon-fighting-style-interact-with-the-following\"}]\n\nHere's what I found regarding D&D 5e SRD weapons, armor types, damage dice, and attack bonuses in the 2024 rules:\n\n## Weapon Basics (2024 SRD)\n\n### Weapon Classification\nA weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance.\n\n### Damage\nThe weapons table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage.\n\n### Attack Bonus & Proficiency\nAnyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it.(no content)A player character's features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block.\n\n### Damage Rolls\nEach weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.(no content)When attacking with a weapon, you add your ability modifier–the same modifier used for the attack roll–to the damage.\n\n## Key Weapon Properties (2024 Rules)\n\n### Light Weapons\nWhen you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action.\n\n### Weapon Mastery (New in 2024)\nEach weapon has a mastery property, which is defined in the \"Mastery Properties\" section. To use that property, you must have a feature that lets you use it.\n\nSome Mastery Properties include:\n- **Topple**: When you hit a creature, you can force it to make a Constitution saving throw or fall Prone. The DC for this save is 8 plus the ability modifier used to make the attack plus your Proficiency
[2025-12-07T23:55:45.466Z] [INFO] Bonus.\n- **Vex**: When you hit a creature and deal damage, you gain Advantage on your next attack roll before the end of your next turn.\n- **Push**: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n- **Slow**: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\n### Improvised Weapons\nFor improvised weapons, you don't add your Proficiency Bonus to attack rolls. On a hit, the weapon deals 1d4 damage of a type the DM thinks is appropriate for the object.\n\n### Critical Hits\nWhen you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal.\n\nFor detailed weapon tables with specific damage dice and properties, you can visit the official 2024 SRD sites like 5e24srd.com or the Roll20 Compendium.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks."}]},"parent_tool_use_id":null,"session_id":"58d19c68-c8db-49e2-922e-ba97175a94c0","uuid":"dd91049c-749e-423a-b5f1-af70fe04a066","tool_use_result":{"query":"D&D 5e SRD weapons armor types damage dice attack bonus 2024","results":[{"tool_use_id":"srvtoolu_01QHBbFRhnQJB429jBr1QXZL","content":[{"title":"Weapons - 5e 2024 SRD","url":"https://5e24srd.com/equipment/weapons.html"},{"title":"Weapons | D&D 5th Edition on Roll20 Compendium","url":"https://roll20.net/compendium/dnd5e/Weapons"},{"title":"Weapon - D&D 5e (2024)","url":"http://dnd2024.wikidot.com/equipment:weapon"},{"title":"How DnD Weapons Work Using the New 2024 Rules | D&D Rules","url":"https://dungeonsanddragonsfan.com/dnd-weapons-rules/"},{"title":"Weapons – 5th Edition SRD","url":"https://www.5esrd.com/equipment/weapons/"},{"title":"dnd 5e 2014 - How do I figure the dice and bonuses for attack rolls and damage rolls? - Role-playing Games Stack Exchange","url":"https://rpg.stackexchange.com/questions/72910/how-do-i-figure-the-dice-and-bonuses-for-attack-rolls-and-damage-rolls"},{"title":"5e SRD:Damage Rolls - D&D Wiki","url":"https://www.dandwiki.com/wiki/5e_SRD:Damage_Rolls"},{"title":"Beyond Damage Dice: New Weapon Options for 5th Edition - Kobold Press Store","url":"https://koboldpress.com/kpstore/product/beyond-damage-dice-new-weapon-options-for-5th-edition/"},{"title":"Weapons | D&D 2024 | Roll20 Compendium","url":"https://roll20.net/compendium/dnd5e/Rules:Weapons?expansion=33335"},{"title":"dnd 5e 2024 - Does the Great Weapon Fighting fighting style feat apply to the damage dice from the following features? - Role-playing Games Stack ...","url":"https://rpg.stackexchange.com/questions/215467/in-dd-5e-2024-does-the-great-weapon-fighting-style-interact-with-the-following"}]},"Here's what I found regarding D&D 5e SRD weapons, armor types, damage dice, and attack bonuses in the 2024 rules:\n\n## Weapon Basics (2024 SRD)\n\n### Weapon Classification\nA weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance.\n\n### Damage\nThe weapons table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage.\n\n### Attack Bonus & Proficiency\nAnyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it.(no content)A player character's features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block.\n\n### Damage Rolls\nEach weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.(no content)When attacking with a weapon, you add your ability modifier–the same modifier used for the attack roll–to the damage.\n\n## Key Weapon Properties (2024 Rules)\n\n### Light Weapons\nWhen you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action.\n\n### Weapon Mastery (New in 2024)\nEach weapon has a mastery property, which is defined in the \"Mastery Properties\" section. To use that property, you must have a feature that lets you use it.\n\nSome Mastery Properties include:\n- **Topple**: When you hit a creature, you can force it to make a Constitution saving throw or fall Prone. The DC for this save is 8 plus the ability modifier used to make the attack plus your Proficiency Bonus.\n- **Vex**: When you hit a creature and deal damage, you gain Advantage on your next attack roll before the end of your next turn.\n- **Push**: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.\n- **Slow**: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.\n\n### Improvised Weapons\nFor improvised weapons, you don't add your Proficiency Bonus to attack rolls. On a hit, the weapon deals 1d4 damage of a type the DM thinks is appropriate for the object.\n\n### Critical Hits\nWhen you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal.\n\nFor detailed weapon tables with specific damage dice and properties, you can visit the official 2024 SRD sites like 5e24srd.com or the Roll20 Compendium."],"durationSeconds":33.871802387999985}}
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"content": "# Weapons Table Summary\n\nBased on the 5th Edition SRD content, here are the weapon categories:\n\n## Simple Melee Weapons\n| Weapon | Damage | Type | Properties |\n|--------|--------|------|------------|\n| Club | 1d4 | Bludgeoning | Light |\n| Dagger | 1d4 | Piercing | Finesse, Light, Thrown |\n| Greatclub | 1d8 | Bludgeoning | Two-handed |\n| Handaxe | 1d6 | Slashing | Light, Thrown |\n| Javelin | 1d6 | Piercing | Thrown, Versatile (1d8) |\n| Light Hammer | 1d4 | Bludgeoning | Light, Thrown |\n| Mace | 1d6 | Bludgeoning | — |\n| Quarterstaff | 1d6 | Bludgeoning | Versatile (1d8) |\n| Sickle | 1d4 | Slashing | Light |\n| Spear | 1d6 | Piercing | Thrown, Versatile (1d8) |\n\n## Simple Ranged Weapons\n| Weapon | Damage | Type | Properties |\n|--------|--------|------|------------|\n| Light Crossbow | 1d8 | Piercing | Ammunition, Loading, Two-handed |\n| Dart | 1d4 | Piercing | Finesse, Thrown |\n| Shortbow | 1d6 | Piercing | Ammunition, Two-handed |\n| Sling | 1d4 | Bludgeoning | Ammunition |\n\n## Martial Melee Weapons\n| Weapon | Damage | Type | Properties |\n|--------|--------|------|------------|\n| Battleaxe | 1d8 | Slashing | Versatile (1d10) |\n| Flail | 1d8 | Bludgeoning | — |\n| Glaive | 1d10 | Slashing | Heavy, Reach, Two-handed |\n| Greataxe | 1d12 | Slashing | Heavy, Two-handed |\n| Greatsword | 2d6 | Slashing | Heavy, Two-handed |\n| Halberd | 1d10 | Slashing | Heavy, Reach, Two-handed |\n| Lance | 1d12 | Piercing | Reach, Special |\n| Longsword | 1d8 | Slashing | Versatile (1d10) |\n| Maul | 2d6 | Bludgeoning | Heavy, Two-handed |\n| Morningstar | 1d8 | Piercing | — |\n| Pike | 1d10 | Piercing | Heavy, Reach, Two-handed |\n| Rapier | 1d8 | Piercing | Finesse |\n| Scimitar | 1d6 | Slashing | Finesse, Light |\n| Shortsword | 1d6 | Piercing | Finesse, Light |\n| Trident | 1d6 | Piercing | Thrown, Versatile (1d8) |\n| War Pick | 1d8 | Piercing | — |\n| Warhammer | 1d8 | Bludgeoning | Versatile (1d10) |\n| Whip | 1d4 | Slashing | Finesse, Reach |\n\n## Martial Ranged Weapons\n| Weapon | Damage | Type | Properties |\n|--------|--------|------|------------|\n| Blowgun | 1 | Piercing | Ammunition, Loading |\n| Hand Crossbow | 1d6 | Piercing | Ammunition, Light, Loading |\n| Heavy Crossbow | 1d10 | Piercing | Ammunition, Heavy, Loading, Two-handed |\n| Longbow | 1d8 | Piercing | Ammunition, Heavy, Two-handed |\n| Net | — | — | Thrown, Special |"
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"result": "# Weapons Table Summary\n\nBased on the 5th Edition SRD content, here are the weapon categories:\n\n## Simple Melee Weapons\n| Weapon | Damage | Type | Properties |\n|--------|--------|------|------------|\n| Club | 1d4 | Bludgeoning | Light |\n| Dagger | 1d4 | Piercing | Finesse, Light, Thrown |\n| Greatclub | 1d8 | Bludgeoning | Two-handed |\n| Handaxe | 1d6 | Slashing | Light, Thrown |\n| Javelin | 1d6 | Piercing | Thrown, Versatile (1d8) |\n| Light Hammer | 1d4 | Bludgeoning | Light, Thrown |\n| Mace | 1d6 | Bludgeoning | — |\n| Quarterstaff | 1d6 | Bludgeoning | Versatile (1d8) |\n| Sickle | 1d4 | Slashing | Light |\n| Spear | 1d6 | Piercing | Thrown, Versatile (1d8) |\n\n## Simple Ranged Weapons\n| Weapon | Damage | Type | Properties |\n|--------|--------|------|------------|\n| Light Crossbow | 1d8 | Piercing | Ammunition, Loading, Two-handed |\n| Dart | 1d4 | Piercing | Finesse, Thrown |\n| Shortbow | 1d6 | Piercing | Ammunition, Two-handed |\n| Sling | 1d4 | Bludgeoning | Ammunition |\n\n## Martial Melee Weapons\n| Weapon | Damage | Type | Properties |\n|--------|--------|------|------------|\n| Battleaxe | 1d8 | Slashing | Versatile (1d10) |\n| Flail | 1d8 | Bludgeoning | — |\n| Glaive | 1d10 | Slashing | Heavy, Reach, Two-handed |\n| Greataxe | 1d12 | Slashing | Heavy, Two-handed |\n| Greatsword | 2d6 | Slashing | Heavy, Two-handed |\n| Halberd | 1d10 | Slashing | Heavy, Reach, Two-handed |\n| Lance | 1d12 | Piercing | Reach, Special |\n| Longsword | 1d8 | Slashing | Versatile (1d10) |\n| Maul | 2d6 | Bludgeoning | Heavy, Two-handed |\n| Morningstar | 1d8 | Piercing | — |\n| Pike | 1d10 | Piercing | Heavy, Reach, Two-handed |\n| Rapier | 1d8 | Piercing | Finesse |\n| Scimitar | 1d6 | Slashing | Finesse, Light |\n| Shortsword | 1d6 | Piercing | Finesse, Light |\n| Trident | 1d6 | Piercing | Thrown, Versatile (1d8) |\n| War Pick | 1d8 | Piercing | — |\n| Warhammer | 1d8 | Bludgeoning | Versatile (1d10) |\n| Whip | 1d4 | Slashing | Finesse, Reach |\n\n## Martial Ranged Weapons\n| Weapon | Damage | Type | Properties |\n|--------|--------|------|------------|\n| Blowgun | 1 | Piercing | Ammunition, Loading |\n| Hand Crossbow | 1d6 | Piercing | Ammunition, Light, Loading |\n| Heavy Crossbow | 1d10 | Piercing | Ammunition, Heavy, Loading, Two-handed |\n| Longbow | 1d8 | Piercing | Ammunition, Heavy, Two-handed |\n| Net | — | — | Thrown, Special |",
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"content": "Web search results for query: \"D&D 5e SRD armor class types light medium heavy shield AC calculation\"\n\nLinks: [{\"title\":\"D&D 5E – Armor Class (AC) | Dungeon Master Assistance\",\"url\":\"https://olddungeonmaster.com/2020/03/09/dd-5e-armor-class-ac/\"},{\"title\":\"Armor | D&D 5th Edition on Roll20 Compendium\",\"url\":\"https://roll20.net/compendium/dnd5e/Armor\"},{\"title\":\"Armor Class 5e (AC) Mechanic Overview | DnD Mechanics | Arcane Eye\",\"url\":\"https://arcaneeye.com/players/armor-class-5e/\"},{\"title\":\"How To Calculate Armor Class In 5e D&D | Dungeon Mastering\",\"url\":\"https://www.dungeonmastering.com/how-to-calculate-armor-class/\"},{\"title\":\"Armor - 5e 2024 SRD\",\"url\":\"https://5e24srd.com/equipment/armor.html\"},{\"title\":\"Calculate AC in Dungeons & Dragons 5e\",\"url\":\"https://sourcetable.com/calculate/how-to-calculate-ac-5e\"},{\"title\":\"How to calculate armor class in DnD 5e – Modular Realms\",\"url\":\"https://www.modularrealms.com/en-us/blogs/news/how-to-calculate-armor-class-in-dnd-5e\"},{\"title\":\"Armor - 5th Edition SRD\",\"url\":\"https://5thsrd.org/adventuring/equipment/armor/\"},{\"title\":\"Armor – 5th Edition SRD\",\"url\":\"https://www.5esrd.com/equipment/armor/\"},{\"title\":\"How To Calculate Armor Class In 5e [DnD Quick Guide] - DnD Lounge\",\"url\":\"https://www.dndlounge.com/how-to-calculate-armor-class-5e/\"}]\n\nBased on the search results, here's a comprehensive overview of D&D 5e armor class types and AC calculation:\n\n## Armor Categories\n\nThe armor in D&D 5e is separated into three categories: light armor, medium armor, and heavy armor.(no content)Many warriors supplement their armor with a shield.\n\n## AC Calculation by Armor Type\n\n### No Armor (Unarmored)\nTo calculate your armor class without armor, simply add 10 to your Dexterity modifier (Player's Handbook, pg. 14).\n\n### Light Armor\nMade from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.(no content)Light Armor: Start with your Dexterity modifier. For Padded or Leather armor, add 11; for Studded Leather, add 12.\n\n### Medium Armor\nMedium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.(no content)If you have Hide armor add 12. If you have Chain shirt armor add 13. If you have Scale mail or Breastplate armor add 14. If you have Half plate armor add 15.\n\n### Heavy Armor\nHeavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.(no content)If you have Ring mail armor your base armor class is 14. If you have Chain mail armor your base armor class is 16. If you have Splint armor your base armor class is 17. If you have Plate armor your base armor class is 18.(no content)Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.\n\n### Shields\nA shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.\n\n## Armor Proficiency\nAnyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.\n\n## Special Class Features (Unarmored Defense)\nWhile a Barbarian is wearing no armor, they calculate AC as 10 + Dexterity modifier + Constitution modifier.(no content)While a Monk is wearing no armor or shield, they calculate AC as 10 + Dexterity modifier + Wisdom modifier.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks."
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"Based on the search results, here's a comprehensive overview of D&D 5e armor class types and AC calculation:\n\n## Armor Categories\n\nThe armor in D&D 5e is separated into three categories: light armor, medium armor, and heavy armor.(no content)Many warriors supplement their armor with a shield.\n\n## AC Calculation by Armor Type\n\n### No Armor (Unarmored)\nTo calculate your armor class without armor, simply add 10 to your Dexterity modifier (Player's Handbook, pg. 14).\n\n### Light Armor\nMade from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.(no content)Light Armor: Start with your Dexterity modifier. For Padded or Leather armor, add 11; for Studded Leather, add 12.\n\n### Medium Armor\nMedium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.(no content)If you have Hide armor add 12. If you have Chain shirt armor add 13. If you have Scale mail or Breastplate armor add 14. If you have Half plate armor add 15.\n\n### Heavy Armor\nHeavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.(no content)If you have Ring mail armor your base armor class is 14. If you have Chain mail armor your base armor class is 16. If you have Splint armor your base armor class is 17. If you have Plate armor your base armor class is 18.(no content)Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.\n\n### Shields\nA shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.\n\n## Armor Proficiency\nAnyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.\n\n## Special Class Features (Unarmored Defense)\nWhile a Barbarian is wearing no armor, they calculate AC as 10 + Dexterity modifier + Constitution modifier.(no content)While a Monk is wearing no armor or shield, they calculate AC as 10 + Dexterity modifier + Wisdom modifier."
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"content": "Web search results for query: \"D&D 5e SRD monsters challenge rating skeleton goblin orc stats HP AC\"\n\nLinks: [{\"title\":\"Monsters by CR - 5th Edition SRD\",\"url\":\"https://5thsrd.org/gamemaster_rules/monster_indexes/monsters_by_cr/\"},{\"title\":\"Monsters (by Challenge) - DnD5e.info - 5th Edition System Reference Document/5e SRD\",\"url\":\"https://dnd5e.info/monsters/monsters-by-challenge/\"},{\"title\":\"1 Monsters by Challenge Rating\",\"url\":\"https://media.wizards.com/2014/downloads/dnd/MM_MonstersCR.pdf\"},{\"title\":\"Skeleton » Monster Stat Block - DnD 5e\",\"url\":\"https://www.aidedd.org/dnd/monstres.php?vo=skeleton\"},{\"title\":\"dnd 5e 2014 - How to interpret the challenge rating of creatures? - Role-playing Games Stack Exchange\",\"url\":\"https://rpg.stackexchange.com/questions/156768/how-to-interpret-the-challenge-rating-of-creatures\"},{\"title\":\"Goblin » Monster Stat Block - DnD 5e\",\"url\":\"https://www.aidedd.org/dnd/monstres.php?vo=goblin\"},{\"title\":\"Skeletons – 5th Edition SRD\",\"url\":\"https://www.5esrd.com/database/creature-family/skeletons/\"},{\"title\":\"Skeleton - Monster Stat Block - Kassoon.com\",\"url\":\"https://www.kassoon.com/dnd/monster-stat-block/273/skeleton/\"},{\"title\":\"Orc » Monster Stat Block - DnD 5e\",\"url\":\"https://www.aidedd.org/dnd/monstres.php?vo=orc\"},{\"title\":\"Goblin – 5th Edition SRD\",\"url\":\"https://www.5esrd.com/gamemastering/monsters-foes/monsters-by-type/humanoids/goblin/\"}]\n\nHere are the D&D 5e SRD monster stats for Skeleton, Goblin, and Orc:\n\n## Skeleton\n- **Challenge Rating:** 1/4 (50 XP)\n- **Damage Vulnerabilities:** Bludgeoning\n- **Damage Immunities:** Poison\n- **Condition Immunities:** Exhaustion, poisoned\n- **Senses:** Darkvision 60 ft., passive Perception 9\n- **Attacks:**\n - **Shortsword:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.\n - **Shortbow:** Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.\n\n## Goblin\n- **Challenge Rating:** 1/4 (50 XP)\n- **Skills:** Stealth +6\n- **Senses:** Darkvision 60 ft., passive Perception 9\n- **Languages:** Common, Goblin\n- **Nimble Escape:** The goblin can take the Disengage or Hide action as a bonus action on each of its turns.\n- **Attacks:**\n - **Scimitar:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target.\n\n## Orc\n- **Challenge Rating:** 1/2 (100 XP)\n- **Skills:** Intimidation +2\n- **Senses:** Darkvision 60 ft., passive Perception 10\n- **Languages:** Common, Orc\n- **Aggressive:** As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.\n- **Attacks:**\n - **Greataxe:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target.\n\nNote: The search results didn't include the full HP and AC values for these creatures. For complete stat blocks including HP and AC, you can visit the official 5th Edition SRD at [5thsrd.org](https://5thsrd.org/gamemaster_rules/monster_indexes/monsters_by_cr/) or [dnd5e.info](https://dnd5e.info/monsters/monsters-by-challenge/).\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks."
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"url": "https://media.wizards.com/2014/downloads/dnd/MM_MonstersCR.pdf"
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"url": "https://www.aidedd.org/dnd/monstres.php?vo=skeleton"
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{
"title": "dnd 5e 2014 - How to interpret the challenge rating of creatures? - Role-playing Games Stack Exchange",
"url": "https://rpg.stackexchange.com/questions/156768/how-to-interpret-the-challenge-rating-of-creatures"
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"title": "Goblin » Monster Stat Block - DnD 5e",
"url": "https://www.aidedd.org/dnd/monstres.php?vo=goblin"
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"title": "Skeletons – 5th Edition SRD",
"url": "https://www.5esrd.com/database/creature-family/skeletons/"
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"url": "https://www.kassoon.com/dnd/monster-stat-block/273/skeleton/"
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"url": "https://www.aidedd.org/dnd/monstres.php?vo=orc"
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"url": "https://www.5esrd.com/gamemastering/monsters-foes/monsters-by-type/humanoids/goblin/"
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"content": "# Skeleton - D&D 5e Stat Block\n\n**Basic Info:** Medium undead, lawful evil\n\n**Defenses:**\n- \"Armor Class 13 (armor scraps)\"\n- \"Hit Points 13 (2d8 + 4)\"\n- \"Speed 30 ft.\"\n\n**Ability Scores:**\n- Strength: 10 (+0)\n- Dexterity: 14 (+2)\n- Constitution: 15 (+2)\n- Intelligence: 6 (-2)\n- Wisdom: 8 (-1)\n- Charisma: 5 (-3)\n\n**Immunities & Vulnerabilities:**\n- Vulnerable to bludgeoning damage\n- Immune to poison and exhaustion conditions\n- Cannot be poisoned\n\n**Senses & Communication:**\n- \"darkvision 60 ft., passive Perception 9\"\n- Understands languages from its former life but cannot speak\n\n**Challenge:** 1/4 (50 XP)\n\n**Attacks:**\n- **Shortsword:** Melee attack with +4 bonus; deals 5 (1d6 + 2) piercing damage\n- **Shortbow:** Ranged attack with +4 bonus at 80/320 ft. range; deals 5 (1d6 + 2) piercing damage"
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"content": "# Goblin Stat Block (D&D 5e)\n\n**Basic Stats:**\n- Armor Class: 15 (leather armor, shield)\n- Hit Points: 7 (2d6)\n- Speed: 30 ft.\n\n**Ability Scores:**\n- Strength: 8 (-1)\n- Dexterity: 14 (+2)\n- Constitution: 10 (+0)\n- Intelligence: 10 (+0)\n- Wisdom: 8 (-1)\n- Charisma: 8 (-1)\n\n**Skills & Senses:**\n- Stealth +6\n- Darkvision 60 ft.\n- Passive Perception 9\n\n**Combat Traits:**\nThe creature possesses \"Nimble Escape,\" allowing it to use the Disengage or Hide action as a bonus action each turn.\n\n**Melee Attack:**\nScimitar: +4 to hit, 5 ft. reach, dealing 5 (1d6 + 2) slashing damage on a hit.\n\n**Ranged Attack:**\nShortbow: +4 to hit, 80/320 ft. range, dealing 5 (1d6 + 2) piercing damage on a hit.\n\n**Challenge Rating:** 1/4 (50 XP)"
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[2025-12-07T23:56:38.290Z] [INFO] {
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The six ability scores are:\n//! - Strength (STR): Physical power, athletic ability\n//! - Dexterity (DEX): Agility, reflexes, balance\n//! - Constitution (CON): Health, stamina, endurance\n//! - Intelligence (INT): Mental acuity, reasoning, memory\n//! - Wisdom (WIS): Perception, insight, willpower\n//! - Charisma (CHA): Force of personality, social influence\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\n/// Plugin for ability score systems.\npub fn plugin(app: &mut App) {\n app.register_type::<AbilityScores>();\n}\n\n/// The six D&D ability scores.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum Ability {\n Strength,\n Dexterity,\n Constitution,\n Intelligence,\n Wisdom,\n Charisma,\n}\n\nimpl Ability {\n /// Get the short name (3-letter abbreviation).\n pub fn short_name(&self) -> &'static str {\n match self {\n Ability::Strength => \"STR\",\n Ability::Dexterity => \"DEX\",\n Ability::Constitution => \"CON\",\n Ability::Intelligence => \"INT\",\n Ability::Wisdom => \"WIS\",\n Ability::Charisma => \"CHA\",\n }\n }\n\n /// Get the full name.\n pub fn full_name(&self) -> &'static str {\n match self {\n Ability::Strength => \"Strength\",\n Ability::Dexterity => \"Dexterity\",\n Ability::Constitution => \"Constitution\",\n Ability::Intelligence => \"Intelligence\",\n Ability::Wisdom => \"Wisdom\",\n Ability::Charisma => \"Charisma\",\n }\n }\n\n /// Get all abilities in order.\n pub fn all() -> [Ability; 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6]) -> Self {\n let values = [15, 14, 13, 12, 10, 8];\n let mut scores = Self::default();\n\n for (ability, &value) in order.iter().zip(values.iter()) {\n scores.set(*ability, value);\n }\n\n scores\n }\n\n /// Get a specific ability score.\n pub fn get(&self, ability: Ability) -> i32 {\n match ability {\n Ability::Strength => self.strength,\n Ability::Dexterity => self.dexterity,\n Ability::Constitution => self.constitution,\n Ability::Intelligence => self.intelligence,\n Ability::Wisdom => self.wisdom,\n Ability::Charisma => self.charisma,\n }\n }\n\n /// Set a specific ability score.\n pub fn set(&mut self, ability: Ability, value: i32) {\n match ability {\n Ability::Strength => self.strength = value,\n Ability::Dexterity => self.dexterity = value,\n Ability::Constitution => self.constitution = value,\n Ability::Intelligence => self.intelligence = value,\n Ability::Wisdom => self.wisdom = value,\n Ability::Charisma => self.charisma = value,\n }\n }\n\n /// Get the modifier for a specific ability.\n /// Modifier = (score - 10) / 2 (rounded down)\n pub fn modifier(&self, ability: Ability) -> i32 {\n calculate_modifier(self.get(ability))\n }\n\n /// Get the Strength modifier.\n pub fn str_mod(&self) -> i32 {\n calculate_modifier(self.strength)\n }\n\n /// Get the Dexterity modifier.\n pub fn dex_mod(&self) -> i32 {\n calculate_modifier(self.dexterity)\n }\n\n /// Get the Constitution modifier.\n pub fn con_mod(&self) -> i32 {\n calculate_modifier(self.constitution)\n }\n\n /// Get the Intelligence modifier.\n pub fn int_mod(&self) -> i32 {\n calculate_modifier(self.intelligence)\n }\n\n /// Get the Wisdom modifier.\n pub fn wis_mod(&self) -> i32 {\n calculate_modifier(self.wisdom)\n }\n\n /// Get the Charisma modifier.\n pub fn cha_mod(&self) -> i32 {\n calculate_modifier(self.charisma)\n }\n}\n\n/// Calculate the ability modifier from an ability score.\n///\n/// Formula: (score - 10) / 2, rounded down\n///\n/// # Examples\n/// - Score 1 = -5 modifier\n/// - Score 10-11 = +0 modifier\n/// - Score 18-19 = +4 modifier\n/// - Score 30 = +10 modifier\npub fn calculate_modifier(score: i32) -> i32 {\n // Integer division in Rust rounds toward zero, but we need floor division\n // For negative results, we need to round down (toward negative infinity)\n (score - 10).div_euclid(2)\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_ability_modifier_calculation() {\n // Test standard modifier table values\n assert_eq!(calculate_modifier(1), -5);\n assert_eq!(calculate_modifier(2), -4);\n assert_eq!(calculate_modifier(3), -4);\n assert_eq!(calculate_modifier(4), -3);\n assert_eq!(calculate_modifier(5), -3);\n assert_eq!(calculate_modifier(8), -1);\n assert_eq!(calculate_modifier(9), -1);\n assert_eq!(calculate_modifier(10), 0);\n assert_eq!(calculate_modifier(11), 0);\n assert_eq!(calculate_modifier(12), 1);\n assert_eq!(calculate_modifier(13), 1);\n assert_eq!(calculate_modifier(14), 2);\n assert_eq!(calculate_modifier(15), 2);\n assert_eq!(calculate_modifier(16), 3);\n assert_eq!(calculate_modifier(17), 3);\n assert_eq!(calculate_modifier(18), 4);\n assert_eq!(calculate_modifier(19), 4);\n assert_eq!(calculate_modifier(20), 5);\n assert_eq!(calculate_modifier(30), 10);\n }\n\n #[test]\n fn test_ability_scores() {\n let scores = AbilityScores::new(16, 14, 12, 10, 8, 13);\n\n assert_eq!(scores.str_mod(), 3);\n assert_eq!(scores.dex_mod(), 2);\n assert_eq!(scores.con_mod(), 1);\n assert_eq!(scores.int_mod(), 0);\n assert_eq!(scores.wis_mod(), -1);\n assert_eq!(scores.cha_mod(), 1);\n }\n\n #[test]\n fn test_standard_array() {\n let order = [\n Ability::Strength,\n Ability::Dexterity,\n Ability::Constitution,\n Ability::Intelligence,\n Ability::Wisdom,\n Ability::Charisma,\n ];\n let scores = AbilityScores::standard_array(order);\n\n assert_eq!(scores.strength, 15);\n assert_eq!(scores.dexterity, 14);\n assert_eq!(scores.constitution, 13);\n assert_eq!(scores.intelligence, 12);\n assert_eq!(scores.wisdom, 10);\n assert_eq!(scores.charisma, 8);\n }\n}\n"
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"content": "//! D&D 5e Ability Scores and Modifiers.\n//!\n//! The six ability scores are:\n//! - Strength (STR): Physical power, athletic ability\n//! - Dexterity (DEX): Agility, reflexes, balance\n//! - Constitution (CON): Health, stamina, endurance\n//! - Intelligence (INT): Mental acuity, reasoning, memory\n//! - Wisdom (WIS): Perception, insight, willpower\n//! - Charisma (CHA): Force of personality, social influence\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\n/// Plugin for ability score systems.\npub fn plugin(app: &mut App) {\n app.register_type::<AbilityScores>();\n}\n\n/// The six D&D ability scores.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum Ability {\n Strength,\n Dexterity,\n Constitution,\n Intelligence,\n Wisdom,\n Charisma,\n}\n\nimpl Ability {\n /// Get the short name (3-letter abbreviation).\n pub fn short_name(&self) -> &'static str {\n match self {\n Ability::Strength => \"STR\",\n Ability::Dexterity => \"DEX\",\n Ability::Constitution => \"CON\",\n Ability::Intelligence => \"INT\",\n Ability::Wisdom => \"WIS\",\n Ability::Charisma => \"CHA\",\n }\n }\n\n /// Get the full name.\n pub fn full_name(&self) -> &'static str {\n match self {\n Ability::Strength => \"Strength\",\n Ability::Dexterity => \"Dexterity\",\n Ability::Constitution => \"Constitution\",\n Ability::Intelligence => \"Intelligence\",\n Ability::Wisdom => \"Wisdom\",\n Ability::Charisma => \"Charisma\",\n }\n }\n\n /// Get all abilities in order.\n pub fn all() -> [Ability; 6] {\n [\n Ability::Strength,\n Ability::Dexterity,\n Ability::Constitution,\n Ability::Intelligence,\n Ability::Wisdom,\n Ability::Charisma,\n ]\n }\n}\n\n/// Container for all six ability scores.\n#[derive(Component, Debug, Clone, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct AbilityScores {\n /// Strength score (1-30, typically 8-18 for characters).\n pub strength: i32,\n /// Dexterity score.\n pub dexterity: i32,\n /// Constitution score.\n pub constitution: i32,\n /// Intelligence score.\n pub intelligence: i32,\n /// Wisdom score.\n pub wisdom: i32,\n /// Charisma score.\n pub charisma: i32,\n}\n\nimpl Default for AbilityScores {\n fn default() -> Self {\n // Standard array: 15, 14, 13, 12, 10, 8\n // Default distribution for a balanced character\n Self {\n strength: 10,\n dexterity: 10,\n constitution: 10,\n intelligence: 10,\n wisdom: 10,\n charisma: 10,\n }\n }\n}\n\nimpl AbilityScores {\n /// Create ability scores from individual values.\n pub fn new(str: i32, dex: i32, con: i32, int: i32, wis: i32, cha: i32) -> Self {\n Self {\n strength: str,\n dexterity: dex,\n constitution: con,\n intelligence: int,\n wisdom: wis,\n charisma: cha,\n }\n }\n\n /// Create ability scores using the standard array (15, 14, 13, 12, 10, 8).\n /// Order: STR, DEX, CON, INT, WIS, CHA\n pub fn standard_array(order: [Ability; 6]) -> Self {\n let values = [15, 14, 13, 12, 10, 8];\n let mut scores = Self::default();\n\n for (ability, &value) in order.iter().zip(values.iter()) {\n scores.set(*ability, value);\n }\n\n scores\n }\n\n /// Get a specific ability score.\n pub fn get(&self, ability: Ability) -> i32 {\n match ability {\n Ability::Strength => self.strength,\n Ability::Dexterity => self.dexterity,\n Ability::Constitution => self.constitution,\n Ability::Intelligence => self.intelligence,\n Ability::Wisdom => self.wisdom,\n Ability::Charisma => self.charisma,\n }\n }\n\n /// Set a specific ability score.\n pub fn set(&mut self, ability: Ability, value: i32) {\n match ability {\n Ability::Strength => self.strength = value,\n Ability::Dexterity => self.dexterity = value,\n Ability::Constitution => self.constitution = value,\n Ability::Intelligence => self.intelligence = value,\n Ability::Wisdom => self.wisdom = value,\n Ability::Charisma => self.charisma = value,\n }\n }\n\n /// Get the modifier for a specific ability.\n /// Modifier = (score - 10) / 2 (rounded down)\n pub fn modifier(&self, ability: Ability) -> i32 {\n calculate_modifier(self.get(ability))\n }\n\n /// Get the Strength modifier.\n pub fn str_mod(&self) -> i32 {\n calculate_modifier(self.strength)\n }\n\n /// Get the Dexterity modifier.\n pub fn dex_mod(&self) -> i32 {\n calculate_modifier(self.dexterity)\n }\n\n /// Get the Constitution modifier.\n pub fn con_mod(&self) -> i32 {\n calculate_modifier(self.constitution)\n }\n\n /// Get the Intelligence modifier.\n pub fn int_mod(&self) -> i32 {\n calculate_modifier(self.intelligence)\n }\n\n /// Get the Wisdom modifier.\n pub fn wis_mod(&self) -> i32 {\n calculate_modifier(self.wisdom)\n }\n\n /// Get the Charisma modifier.\n pub fn cha_mod(&self) -> i32 {\n calculate_modifier(self.charisma)\n }\n}\n\n/// Calculate the ability modifier from an ability score.\n///\n/// Formula: (score - 10) / 2, rounded down\n///\n/// # Examples\n/// - Score 1 = -5 modifier\n/// - Score 10-11 = +0 modifier\n/// - Score 18-19 = +4 modifier\n/// - Score 30 = +10 modifier\npub fn calculate_modifier(score: i32) -> i32 {\n // Integer division in Rust rounds toward zero, but we need floor division\n // For negative results, we need to round down (toward negative infinity)\n (score - 10).div_euclid(2)\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_ability_modifier_calculation() {\n // Test standard modifier table values\n assert_eq!(calculate_modifier(1), -5);\n assert_eq!(calculate_modifier(2), -4);\n assert_eq!(calculate_modifier(3), -4);\n assert_eq!(calculate_modifier(4), -3);\n assert_eq!(calculate_modifier(5), -3);\n assert_eq!(calculate_modifier(8), -1);\n assert_eq!(calculate_modifier(9), -1);\n assert_eq!(calculate_modifier(10), 0);\n assert_eq!(calculate_modifier(11), 0);\n assert_eq!(calculate_modifier(12), 1);\n assert_eq!(calculate_modifier(13), 1);\n assert_eq!(calculate_modifier(14), 2);\n assert_eq!(calculate_modifier(15), 2);\n assert_eq!(calculate_modifier(16), 3);\n assert_eq!(calculate_modifier(17), 3);\n assert_eq!(calculate_modifier(18), 4);\n assert_eq!(calculate_modifier(19), 4);\n assert_eq!(calculate_modifier(20), 5);\n assert_eq!(calculate_modifier(30), 10);\n }\n\n #[test]\n fn test_ability_scores() {\n let scores = AbilityScores::new(16, 14, 12, 10, 8, 13);\n\n assert_eq!(scores.str_mod(), 3);\n assert_eq!(scores.dex_mod(), 2);\n assert_eq!(scores.con_mod(), 1);\n assert_eq!(scores.int_mod(), 0);\n assert_eq!(scores.wis_mod(), -1);\n assert_eq!(scores.cha_mod(), 1);\n }\n\n #[test]\n fn test_standard_array() {\n let order = [\n Ability::Strength,\n Ability::Dexterity,\n Ability::Constitution,\n Ability::Intelligence,\n Ability::Wisdom,\n Ability::Charisma,\n ];\n let scores = AbilityScores::standard_array(order);\n\n assert_eq!(scores.strength, 15);\n assert_eq!(scores.dexterity, 14);\n assert_eq!(scores.constitution, 13);\n assert_eq!(scores.intelligence, 12);\n assert_eq!(scores.wisdom, 10);\n assert_eq!(scores.charisma, 8);\n }\n}\n",
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"content": "//! D&D Dice Rolling System.\n//!\n//! Implements standard D&D dice notation (NdX+M):\n//! - N: Number of dice to roll\n//! - X: Sides on each die (d4, d6, d8, d10, d12, d20, d100)\n//! - M: Modifier to add to the total\n\nuse bevy::prelude::*;\nuse rand::Rng;\nuse serde::{Deserialize, Serialize};\nuse std::fmt;\n\n/// Plugin for dice systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<DiceRoller>();\n}\n\n/// Types of dice used in D&D.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum DiceType {\n D4,\n D6,\n D8,\n D10,\n D12,\n D20,\n D100, // Percentile dice\n}\n\nimpl DiceType {\n /// Get the number of sides on this die.\n pub fn sides(&self) -> i32 {\n match self {\n DiceType::D4 => 4,\n DiceType::D6 => 6,\n DiceType::D8 => 8,\n DiceType::D10 => 10,\n DiceType::D12 => 12,\n DiceType::D20 => 20,\n DiceType::D100 => 100,\n }\n }\n\n /// Get the average roll for this die.\n pub fn average(&self) -> f32 {\n (self.sides() as f32 + 1.0) / 2.0\n }\n}\n\nimpl fmt::Display for DiceType {\n fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {\n match self {\n DiceType::D4 => write!(f, \"d4\"),\n DiceType::D6 => write!(f, \"d6\"),\n DiceType::D8 => write!(f, \"d8\"),\n DiceType::D10 => write!(f, \"d10\"),\n DiceType::D12 => write!(f, \"d12\"),\n DiceType::D20 => write!(f, \"d20\"),\n DiceType::D100 => write!(f, \"d100\"),\n }\n }\n}\n\n/// A dice expression (e.g., \"2d6+3\").\n#[derive(Debug, Clone, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub struct Dice {\n /// Number of dice to roll.\n pub count: i32,\n /// Type of dice.\n pub die_type: DiceType,\n /// Modifier to add to the total.\n pub modifier: i32,\n}\n\nimpl Dice {\n /// Create a new dice expression.\n pub fn new(count: i32, die_type: DiceType, modifier: i32) -> Self {\n Self {\n count,\n die_type,\n modifier,\n }\n }\n\n /// Create a simple NdX dice expression (no modifier).\n pub fn simple(count: i32, die_type: DiceType) -> Self {\n Self::new(count, die_type, 0)\n }\n\n /// Create a 1dX dice expression.\n pub fn single(die_type: DiceType) -> Self {\n Self::simple(1, die_type)\n }\n\n /// Create a d20 roll (most common in D&D).\n pub fn d20() -> Self {\n Self::single(DiceType::D20)\n }\n\n /// Roll the dice and return the result.\n pub fn roll(&self) -> DiceRoll {\n let mut rng = rand::rng();\n self.roll_with(&mut rng)\n }\n\n /// Roll the dice with a specific RNG.\n pub fn roll_with(&self, rng: &mut impl Rng) -> DiceRoll {\n let sides = self.die_type.sides();\n let mut rolls = Vec::with_capacity(self.count as usize);\n\n for _ in 0..self.count {\n rolls.push(rng.random_range(1..=sides));\n }\n\n let dice_total: i32 = rolls.iter().sum();\n let total = dice_total + self.modifier;\n\n DiceRoll {\n dice: self.clone(),\n rolls,\n total,\n }\n }\n\n /// Get the minimum possible roll.\n pub fn minimum(&self) -> i32 {\n self.count + self.modifier\n }\n\n /// Get the maximum possible roll.\n pub fn maximum(&self) -> i32 {\n self.count * self.die_type.sides() + self.modifier\n }\n\n /// Get the average roll.\n pub fn average(&self) -> f32 {\n self.count as f32 * self.die_type.average() + self.modifier as f32\n }\n\n /// Parse a dice string like \"2d6+3\" or \"1d8-1\".\n pub fn parse(s: &str) -> Option<Self> {\n let s = s.trim().to_lowercase();\n\n // Find the 'd' separator\n let d_pos = s.find('d')?;\n\n // Parse count (default to 1 if empty)\n let count_str = &s[..d_pos];\n let count = if count_str.is_empty() {\n 1\n } else {\n count_str.parse().ok()?\n };\n\n // Find modifier (+ or -)\n let rest = &s[d_pos + 1..];\n let (die_str, modifier) = if let Some(plus_pos) = rest.find('+') {\n let die_str = &rest[..plus_pos];\n let mod_str = &rest[plus_pos + 1..];\n (die_str, mod_str.parse::<i32>().ok()?)\n } else if let Some(minus_pos) = rest.rfind('-') {\n let die_str = &rest[..minus_pos];\n let mod_str = &rest[minus_pos..]; // Includes the minus sign\n (die_str, mod_str.parse::<i32>().ok()?)\n } else {\n (rest, 0)\n };\n\n // Parse die type\n let die_type = match die_str.parse::<i32>().ok()? {\n 4 => DiceType::D4,\n 6 => DiceType::D6,\n 8 => DiceType::D8,\n 10 => DiceType::D10,\n 12 => DiceType::D12,\n 20 => DiceType::D20,\n 100 => DiceType::D100,\n _ => return None,\n };\n\n Some(Self::new(count, die_type, modifier))\n }\n}\n\nimpl fmt::Display for Dice {\n fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {\n if self.modifier > 0 {\n write!(f, \"{}{}+{}\", self.count, self.die_type, self.modifier)\n } else if self.modifier < 0 {\n write!(f, \"{}{}{}\", self.count, self.die_type, self.modifier)\n } else {\n write!(f, \"{}{}\", self.count, self.die_type)\n }\n }\n}\n\n/// Result of rolling dice.\n#[derive(Debug, Clone)]\npub struct DiceRoll {\n /// The dice expression that was rolled.\n pub dice: Dice,\n /// Individual roll results.\n pub rolls: Vec<i32>,\n /// Total after adding modifier.\n pub total: i32,\n}\n\nimpl DiceRoll {\n /// Check if this was a natural 20 (for d20 rolls).\n pub fn is_natural_20(&self) -> bool {\n self.dice.die_type == DiceType::D20 && self.dice.count == 1 && self.rolls.first() == Some(&20)\n }\n\n /// Check if this was a natural 1 (for d20 rolls).\n pub fn is_natural_1(&self) -> bool {\n self.dice.die_type == DiceType::D20 && self.dice.count == 1 && self.rolls.first() == Some(&1)\n }\n\n /// Get the sum of just the dice (without modifier).\n pub fn dice_total(&self) -> i32 {\n self.rolls.iter().sum()\n }\n}\n\nimpl fmt::Display for DiceRoll {\n fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {\n write!(f, \"{} = {} ({:?})\", self.dice, self.total, self.rolls)\n }\n}\n\n/// Resource for dice rolling operations.\n#[derive(Resource)]\npub struct DiceRoller {\n rng: rand::prelude::SmallRng,\n}\n\nimpl Default for DiceRoller {\n fn default() -> Self {\n use rand::SeedableRng;\n Self {\n rng: rand::prelude::SmallRng::from_os_rng(),\n }\n }\n}\n\nimpl DiceRoller {\n /// Roll a dice expression.\n pub fn roll(&mut self, dice: &Dice) -> DiceRoll {\n dice.roll_with(&mut self.rng)\n }\n\n /// Roll a d20.\n pub fn roll_d20(&mut self) -> DiceRoll {\n Dice::d20().roll_with(&mut self.rng)\n }\n\n /// Roll a d20 with advantage (roll twice, take highest).\n pub fn roll_d20_advantage(&mut self) -> DiceRoll {\n let roll1 = self.roll_d20();\n let roll2 = self.roll_d20();\n if roll1.total >= roll2.total {\n roll1\n } else {\n roll2\n }\n }\n\n /// Roll a d20 with disadvantage (roll twice, take lowest).\n pub fn roll_d20_disadvantage(&mut self) -> DiceRoll {\n let roll1 = self.roll_d20();\n let roll2 = self.roll_d20();\n if roll1.total <= roll2.total {\n roll1\n } else {\n roll2\n }\n }\n\n /// Roll a single die of the specified type.\n pub fn roll_die(&mut self, die_type: DiceType) -> i32 {\n self.rng.random_range(1..=die_type.sides())\n }\n\n /// Roll NdX dice.\n pub fn roll_dice(&mut self, count: i32, die_type: DiceType) -> DiceRoll {\n Dice::simple(count, die_type).roll_with(&mut self.rng)\n }\n\n /// Roll NdX+M dice.\n pub fn roll_dice_with_modifier(\n &mut self,\n count: i32,\n die_type: DiceType,\n modifier: i32,\n ) -> DiceRoll {\n Dice::new(count, die_type, modifier).roll_with(&mut self.rng)\n }\n}\n\n/// Helper function to quickly roll dice without a resource.\npub fn roll(dice: &Dice) -> DiceRoll {\n dice.roll()\n}\n\n/// Helper function to roll a d20.\npub fn roll_d20() -> DiceRoll {\n Dice::d20().roll()\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_dice_parse() {\n let dice = Dice::parse(\"2d6\").unwrap();\n assert_eq!(dice.count, 2);\n assert_eq!(dice.die_type, DiceType::D6);\n assert_eq!(dice.modifier, 0);\n\n let dice = Dice::parse(\"1d8+3\").unwrap();\n assert_eq!(dice.count, 1);\n assert_eq!(dice.die_type, DiceType::D8);\n assert_eq!(dice.modifier, 3);\n\n let dice = Dice::parse(\"d20-1\").unwrap();\n assert_eq!(dice.count, 1);\n assert_eq!(dice.die_type, DiceType::D20);\n assert_eq!(dice.modifier, -1);\n }\n\n #[test]\n fn test_dice_display() {\n assert_eq!(Dice::simple(2, DiceType::D6).to_string(), \"2d6\");\n assert_eq!(Dice::new(1, DiceType::D8, 3).to_string(), \"1d8+3\");\n assert_eq!(Dice::new(1, DiceType::D20, -1).to_string(), \"1d20-1\");\n }\n\n #[test]\n fn test_dice_bounds() {\n let dice = Dice::new(2, DiceType::D6, 3);\n assert_eq!(dice.minimum(), 5); // 2 (2x1) + 3\n assert_eq!(dice.maximum(), 15); // 12 (2x6) + 3\n }\n\n #[test]\n fn test_roll_bounds() {\n let dice = Dice::new(2, DiceType::D6, 0);\n for _ in 0..100 {\n let roll = dice.roll();\n assert!(roll.total >= dice.minimum());\n assert!(roll.total <= dice.maximum());\n }\n }\n}\n"
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"content": "//! D&D Dice Rolling System.\n//!\n//! Implements standard D&D dice notation (NdX+M):\n//! - N: Number of dice to roll\n//! - X: Sides on each die (d4, d6, d8, d10, d12, d20, d100)\n//! - M: Modifier to add to the total\n\nuse bevy::prelude::*;\nuse rand::Rng;\nuse serde::{Deserialize, Serialize};\nuse std::fmt;\n\n/// Plugin for dice systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<DiceRoller>();\n}\n\n/// Types of dice used in D&D.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum DiceType {\n D4,\n D6,\n D8,\n D10,\n D12,\n D20,\n D100, // Percentile dice\n}\n\nimpl DiceType {\n /// Get the number of sides on this die.\n pub fn sides(&self) -> i32 {\n match self {\n DiceType::D4 => 4,\n DiceType::D6 => 6,\n DiceType::D8 => 8,\n DiceType::D10 => 10,\n DiceType::D12 => 12,\n DiceType::D20 => 20,\n DiceType::D100 => 100,\n }\n }\n\n /// Get the average roll for this die.\n pub fn average(&self) -> f32 {\n (self.sides() as f32 + 1.0) / 2.0\n }\n}\n\nimpl fmt::Display for DiceType {\n fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {\n match self {\n DiceType::D4 => write!(f, \"d4\"),\n DiceType::D6 => write!(f, \"d6\"),\n DiceType::D8 => write!(f, \"d8\"),\n DiceType::D10 => write!(f, \"d10\"),\n DiceType::D12 => write!(f, \"d12\"),\n DiceType::D20 => write!(f, \"d20\"),\n DiceType::D100 => write!(f, \"d100\"),\n }\n }\n}\n\n/// A dice expression (e.g., \"2d6+3\").\n#[derive(Debug, Clone, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub struct Dice {\n /// Number of dice to roll.\n pub count: i32,\n /// Type of dice.\n pub die_type: DiceType,\n /// Modifier to add to the total.\n pub modifier: i32,\n}\n\nimpl Dice {\n /// Create a new dice expression.\n pub fn new(count: i32, die_type: DiceType, modifier: i32) -> Self {\n Self {\n count,\n die_type,\n modifier,\n }\n }\n\n /// Create a simple NdX dice expression (no modifier).\n pub fn simple(count: i32, die_type: DiceType) -> Self {\n Self::new(count, die_type, 0)\n }\n\n /// Create a 1dX dice expression.\n pub fn single(die_type: DiceType) -> Self {\n Self::simple(1, die_type)\n }\n\n /// Create a d20 roll (most common in D&D).\n pub fn d20() -> Self {\n Self::single(DiceType::D20)\n }\n\n /// Roll the dice and return the result.\n pub fn roll(&self) -> DiceRoll {\n let mut rng = rand::rng();\n self.roll_with(&mut rng)\n }\n\n /// Roll the dice with a specific RNG.\n pub fn roll_with(&self, rng: &mut impl Rng) -> DiceRoll {\n let sides = self.die_type.sides();\n let mut rolls = Vec::with_capacity(self.count as usize);\n\n for _ in 0..self.count {\n rolls.push(rng.random_range(1..=sides));\n }\n\n let dice_total: i32 = rolls.iter().sum();\n let total = dice_total + self.modifier;\n\n DiceRoll {\n dice: self.clone(),\n rolls,\n total,\n }\n }\n\n /// Get the minimum possible roll.\n pub fn minimum(&self) -> i32 {\n self.count + self.modifier\n }\n\n /// Get the maximum possible roll.\n pub fn maximum(&self) -> i32 {\n self.count * self.die_type.sides() + self.modifier\n }\n\n /// Get the average roll.\n pub fn average(&self) -> f32 {\n self.count as f32 * self.die_type.average() + self.modifier as f32\n }\n\n /// Parse a dice string like \"2d6+3\" or \"1d8-1\".\n pub fn parse(s: &str) -> Option<Self> {\n let s = s.trim().to_lowercase();\n\n // Find the 'd' separator\n let d_pos = s.find('d')?;\n\n // Parse count (default to 1 if empty)\n let count_str = &s[..d_pos];\n let count = if count_str.is_empty() {\n 1\n } else {\n count_str.parse().ok()?\n };\n\n // Find modifier (+ or -)\n let rest = &s[d_pos + 1..];\n let (die_str, modifier) = if let Some(plus_pos) = rest.find('+') {\n let die_str = &rest[..plus_pos];\n let mod_str = &rest[plus_pos + 1..];\n (die_str, mod_str.parse::<i32>().ok()?)\n } else if let Some(minus_pos) = rest.rfind('-') {\n let die_str = &rest[..minus_pos];\n let mod_str = &rest[minus_pos..]; // Includes the minus sign\n (die_str, mod_str.parse::<i32>().ok()?)\n } else {\n (rest, 0)\n };\n\n // Parse die type\n let die_type = match die_str.parse::<i32>().ok()? {\n 4 => DiceType::D4,\n 6 => DiceType::D6,\n 8 => DiceType::D8,\n 10 => DiceType::D10,\n 12 => DiceType::D12,\n 20 => DiceType::D20,\n 100 => DiceType::D100,\n _ => return None,\n };\n\n Some(Self::new(count, die_type, modifier))\n }\n}\n\nimpl fmt::Display for Dice {\n fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {\n if self.modifier > 0 {\n write!(f, \"{}{}+{}\", self.count, self.die_type, self.modifier)\n } else if self.modifier < 0 {\n write!(f, \"{}{}{}\", self.count, self.die_type, self.modifier)\n } else {\n write!(f, \"{}{}\", self.count, self.die_type)\n }\n }\n}\n\n/// Result of rolling dice.\n#[derive(Debug, Clone)]\npub struct DiceRoll {\n /// The dice expression that was rolled.\n pub dice: Dice,\n /// Individual roll results.\n pub rolls: Vec<i32>,\n /// Total after adding modifier.\n pub total: i32,\n}\n\nimpl DiceRoll {\n /// Check if this was a natural 20 (for d20 rolls).\n pub fn is_natural_20(&self) -> bool {\n self.dice.die_type == DiceType::D20 && self.dice.count == 1 && self.rolls.first() == Some(&20)\n }\n\n /// Check if this was a natural 1 (for d20 rolls).\n pub fn is_natural_1(&self) -> bool {\n self.dice.die_type == DiceType::D20 && self.dice.count == 1 && self.rolls.first() == Some(&1)\n }\n\n /// Get the sum of just the dice (without modifier).\n pub fn dice_total(&self) -> i32 {\n self.rolls.iter().sum()\n }\n}\n\nimpl fmt::Display for DiceRoll {\n fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {\n write!(f, \"{} = {} ({:?})\", self.dice, self.total, self.rolls)\n }\n}\n\n/// Resource for dice rolling operations.\n#[derive(Resource)]\npub struct DiceRoller {\n rng: rand::prelude::SmallRng,\n}\n\nimpl Default for DiceRoller {\n fn default() -> Self {\n use rand::SeedableRng;\n Self {\n rng: rand::prelude::SmallRng::from_os_rng(),\n }\n }\n}\n\nimpl DiceRoller {\n /// Roll a dice expression.\n pub fn roll(&mut self, dice: &Dice) -> DiceRoll {\n dice.roll_with(&mut self.rng)\n }\n\n /// Roll a d20.\n pub fn roll_d20(&mut self) -> DiceRoll {\n Dice::d20().roll_with(&mut self.rng)\n }\n\n /// Roll a d20 with advantage (roll twice, take highest).\n pub fn roll_d20_advantage(&mut self) -> DiceRoll {\n let roll1 = self.roll_d20();\n let roll2 = self.roll_d20();\n if roll1.total >= roll2.total {\n roll1\n } else {\n roll2\n }\n }\n\n /// Roll a d20 with disadvantage (roll twice, take lowest).\n pub fn roll_d20_disadvantage(&mut self) -> DiceRoll {\n let roll1 = self.roll_d20();\n let roll2 = self.roll_d20();\n if roll1.total <= roll2.total {\n roll1\n } else {\n roll2\n }\n }\n\n /// Roll a single die of the specified type.\n pub fn roll_die(&mut self, die_type: DiceType) -> i32 {\n self.rng.random_range(1..=die_type.sides())\n }\n\n /// Roll NdX dice.\n pub fn roll_dice(&mut self, count: i32, die_type: DiceType) -> DiceRoll {\n Dice::simple(count, die_type).roll_with(&mut self.rng)\n }\n\n /// Roll NdX+M dice.\n pub fn roll_dice_with_modifier(\n &mut self,\n count: i32,\n die_type: DiceType,\n modifier: i32,\n ) -> DiceRoll {\n Dice::new(count, die_type, modifier).roll_with(&mut self.rng)\n }\n}\n\n/// Helper function to quickly roll dice without a resource.\npub fn roll(dice: &Dice) -> DiceRoll {\n dice.roll()\n}\n\n/// Helper function to roll a d20.\npub fn roll_d20() -> DiceRoll {\n Dice::d20().roll()\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_dice_parse() {\n let dice = Dice::parse(\"2d6\").unwrap();\n assert_eq!(dice.count, 2);\n assert_eq!(dice.die_type, DiceType::D6);\n assert_eq!(dice.modifier, 0);\n\n let dice = Dice::parse(\"1d8+3\").unwrap();\n assert_eq!(dice.count, 1);\n assert_eq!(dice.die_type, DiceType::D8);\n assert_eq!(dice.modifier, 3);\n\n let dice = Dice::parse(\"d20-1\").unwrap();\n assert_eq!(dice.count, 1);\n assert_eq!(dice.die_type, DiceType::D20);\n assert_eq!(dice.modifier, -1);\n }\n\n #[test]\n fn test_dice_display() {\n assert_eq!(Dice::simple(2, DiceType::D6).to_string(), \"2d6\");\n assert_eq!(Dice::new(1, DiceType::D8, 3).to_string(), \"1d8+3\");\n assert_eq!(Dice::new(1, DiceType::D20, -1).to_string(), \"1d20-1\");\n }\n\n #[test]\n fn test_dice_bounds() {\n let dice = Dice::new(2, DiceType::D6, 3);\n assert_eq!(dice.minimum(), 5); // 2 (2x1) + 3\n assert_eq!(dice.maximum(), 15); // 12 (2x6) + 3\n }\n\n #[test]\n fn test_roll_bounds() {\n let dice = Dice::new(2, DiceType::D6, 0);\n for _ in 0..100 {\n let roll = dice.roll();\n assert!(roll.total >= dice.minimum());\n assert!(roll.total <= dice.maximum());\n }\n }\n}\n",
"structuredPatch": [],
"originalFile": null
}
}
[2025-12-07T23:59:23.815Z] [INFO] {"type":"assistant","message":{"model":"claude-opus-4-5-20251101","id":"msg_01GV1kPM5wsDWED5d4Y8s1nK","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01JnPvU3itCwRb3v69nbARAA","name":"Write","input":{"file_path":"/tmp/gh-issue-solver-1765151501447/src/dnd/weapons.rs","content":"//! D&D 5e Weapons.\n//!\n//! Implements the weapon system from the SRD including:\n//! - Simple and Martial weapons\n//! - Melee and Ranged weapons\n//! - Weapon properties (Finesse, Light, Heavy, etc.)\n//! - Damage types (Slashing, Piercing, Bludgeoning)\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse super::ability::Ability;\nuse super::dice::{Dice, DiceType};\n\n/// Plugin for weapon systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<WeaponDatabase>()\n .register_type::<Weapon>()\n .register_type::<WeaponType>();\n}\n\n/// Weapon proficiency category.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum WeaponCategory {\n Simple,\n Martial,\n Improvised,\n}\n\n/// Melee vs Ranged.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum WeaponRange {\n Melee,\n Ranged,\n}\n\n/// Weapon property flags.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum WeaponProperty {\n /// Can use DEX instead of STR for attack/damage.\n Finesse,\n /// Can be dual-wielded.\n Light,\n /// Small creatures have disadvantage; requires STR 13+.\n Heavy,\n /// +5 ft reach.\n Reach,\n /// Can be thrown.\n Thrown,\n /// Requires two hands.\n TwoHanded,\n /// Can use one or two hands (with different damage).\n Versatile,\n /// Uses ammunition.\n Ammunition,\n /// Requires reloading after each shot.\n Loading,\n /// Has a special rule.\n Special,\n}\n\n/// Types of damage.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize, Default)]\npub enum DamageType {\n #[default]\n Bludgeoning,\n Piercing,\n Slashing,\n // Elemental damage types\n Fire,\n Cold,\n Lightning,\n Thunder,\n Acid,\n Poison,\n // Other damage types\n Radiant,\n Necrotic,\n Force,\n Psychic,\n}\n\nimpl DamageType {\n pub fn name(&self) -> &'static str {\n match self {\n DamageType::Bludgeoning => \"bludgeoning\",\n DamageType::Piercing => \"piercing\",\n DamageType::Slashing => \"slashing\",\n DamageType::Fire => \"fire\",\n DamageType::Cold => \"cold\",\n DamageType::Lightning => \"lightning\",\n DamageType::Thunder => \"thunder\",\n DamageType::Acid => \"acid\",\n DamageType::Poison => \"poison\",\n DamageType::Radiant => \"radiant\",\n DamageType::Necrotic => \"necrotic\",\n DamageType::Force => \"force\",\n DamageType::Psychic => \"psychic\",\n }\n }\n}\n\n/// Known weapon types from the SRD.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum WeaponType {\n // Simple Melee\n Club,\n Dagger,\n Greatclub,\n Handaxe,\n Javelin,\n LightHammer,\n Mace,\n Quarterstaff,\n Sickle,\n Spear,\n // Simple Ranged\n LightCrossbow,\n Dart,\n Shortbow,\n Sling,\n // Martial Melee\n Battleaxe,\n Flail,\n Glaive,\n Greataxe,\n Greatsword,\n Halberd,\n Lance,\n Longsword,\n Maul,\n Morningstar,\n Pike,\n Rapier,\n Scimitar,\n Shortsword,\n Trident,\n WarPick,\n Warhammer,\n Whip,\n // Martial Ranged\n Blowgun,\n HandCrossbow,\n HeavyCrossbow,\n Longbow,\n Net,\n // Special\n Unarmed,\n Improvised,\n}\n\nimpl WeaponType {\n /// Get the base weapon data for this type.\n pub fn base_data(&self) -> WeaponData {\n match self {\n // Simple Melee\n WeaponType::Club => WeaponData {\n name: \"Club\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Light],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Dagger => WeaponData {\n name: \"Dagger\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Finesse,\n WeaponProperty::Light,\n WeaponProperty::Thrown,\n ],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Greatclub => WeaponData {\n name: \"Greatclub\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::TwoHanded],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Handaxe => WeaponData {\n name: \"Handaxe\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Light, WeaponProperty::Thrown],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Javelin => WeaponData {\n name: \"Javelin\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Thrown],\n range_normal: 30,\n range_long: 120,\n versatile_damage: None,\n },\n WeaponType::LightHammer => WeaponData {\n name: \"Light Hammer\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Light, WeaponProperty::Thrown],\n range_normal: 20,\n range_long: 60,\n versatile_damage: None,\n },\n WeaponType::Mace => WeaponData {\n name: \"Mace\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Bludgeoning,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Quarterstaff => WeaponData {\n name: \"Quarterstaff\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Versatile],\n range_normal: 5,\n range_long: 5,\n versatile_damage: Some(Dice::simple(1, DiceType::D8)),\n },\n WeaponType::Sickle => WeaponData {\n name: \"Sickle\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Light],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Spear => WeaponData {\n name: \"Spear\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Thrown, WeaponProperty::Versatile],\n range_normal: 20,\n range_long: 60,\n versatile_damage: Some(Dice::simple(1, DiceType::D8)),\n },\n // Simple Ranged\n WeaponType::LightCrossbow => WeaponData {\n name: \"Light Crossbow\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Ammunition,\n WeaponProperty::Loading,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 80,\n range_long: 320,\n versatile_damage: None,\n },\n WeaponType::Dart => WeaponData {\n name: \"Dart\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Finesse, WeaponProperty::Thrown],\n range_normal: 20,\n range_long: 60,\n versatile_damage: None,\n },\n WeaponType::Shortbow => WeaponData {\n name: \"Shortbow\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Ammunition, WeaponProperty::TwoHanded],\n range_normal: 80,\n range_long: 320,\n versatile_damage: None,\n },\n WeaponType::Sling => WeaponData {\n name: \"Sling\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Ammunition],\n range_normal: 30,\n range_long: 120,\n versatile_damage: None,\n },\n // Martial Melee\n WeaponType::Battleaxe => WeaponData {\n name: \"Battleaxe\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Versatile],\n range_normal: 5,\n range_long: 5,\n versatile_damage: Some(Dice::simple(1, DiceType::D10)),\n },\n WeaponType::Flail => WeaponData {\n name: \"Flail\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Bludgeoning,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Glaive => WeaponData {\n name: \"Glaive\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D10),\n damage_type: DamageType::Slashing,\n properties: vec![\n WeaponProperty::Heavy,\n WeaponProperty::Reach,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 10,\n range_long: 10,\n versatile_damage: None,\n },\n WeaponType::Greataxe => WeaponData {\n name: \"Greataxe\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D12),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Heavy, WeaponProperty::TwoHanded],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Greatsword => WeaponData {\n name: \"Greatsword\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(2, DiceType::D6),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Heavy, WeaponProperty::TwoHanded],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Halberd => WeaponData {\n name: \"Halberd\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D10),\n damage_type: DamageType::Slashing,\n properties: vec![\n WeaponProperty::Heavy,\n WeaponProperty::Reach,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 10,\n range_long: 10,\n versatile_damage: None,\n },\n WeaponType::Lance => WeaponData {\n name: \"Lance\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D12),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Reach, WeaponProperty::Special],\n range_normal: 10,\n range_long: 10,\n versatile_damage: None,\n },\n WeaponType::Longsword => WeaponData {\n name: \"Longsword\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Versatile],\n range_normal: 5,\n range_long: 5,\n versatile_damage: Some(Dice::simple(1, DiceType::D10)),\n },\n WeaponType::Maul => WeaponData {\n name: \"Maul\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(2, DiceType::D6),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Heavy, WeaponProperty::TwoHanded],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Morningstar => WeaponData {\n name: \"Morningstar\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Piercing,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Pike => WeaponData {\n name: \"Pike\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D10),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Heavy,\n WeaponProperty::Reach,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 10,\n range_long: 10,\n versatile_damage: None,\n },\n WeaponType::Rapier => WeaponData {\n name: \"Rapier\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Finesse],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Scimitar => WeaponData {\n name: \"Scimitar\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Finesse, WeaponProperty::Light],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Shortsword => WeaponData {\n name: \"Shortsword\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Finesse, WeaponProperty::Light],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Trident => WeaponData {\n name: \"Trident\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Thrown, WeaponProperty::Versatile],\n range_normal: 20,\n range_long: 60,\n versatile_damage: Some(Dice::simple(1, DiceType::D8)),\n },\n WeaponType::WarPick => WeaponData {\n name: \"War Pick\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Piercing,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Warhammer => WeaponData {\n name: \"Warhammer\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Versatile],\n range_normal: 5,\n range_long: 5,\n versatile_damage: Some(Dice::simple(1, DiceType::D10)),\n },\n WeaponType::Whip => WeaponData {\n name: \"Whip\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Finesse, WeaponProperty::Reach],\n range_normal: 10,\n range_long: 10,\n versatile_damage: None,\n },\n // Martial Ranged\n WeaponType::Blowgun => WeaponData {\n name: \"Blowgun\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Ranged,\n damage: Dice::new(0, DiceType::D4, 1), // 1 damage\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Ammunition, WeaponProperty::Loading],\n range_normal: 25,\n range_long: 100,\n versatile_damage: None,\n },\n WeaponType::HandCrossbow => WeaponData {\n name: \"Hand Crossbow\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Ammunition,\n WeaponProperty::Light,\n WeaponProperty::Loading,\n ],\n range_normal: 30,\n range_long: 120,\n versatile_damage: None,\n },\n WeaponType::HeavyCrossbow => WeaponData {\n name: \"Heavy Crossbow\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D10),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Ammunition,\n WeaponProperty::Heavy,\n WeaponProperty::Loading,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 100,\n range_long: 400,\n versatile_damage: None,\n },\n WeaponType::Longbow => WeaponData {\n name: \"Longbow\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Ammunition,\n WeaponProperty::Heavy,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 150,\n range_long: 600,\n versatile_damage: None,\n },\n WeaponType::Net => WeaponData {\n name: \"Net\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Ranged,\n damage: Dice::new(0, DiceType::D4, 0), // No damage\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Thrown, WeaponProperty::Special],\n range_normal: 5,\n range_long: 15,\n versatile_damage: None,\n },\n // Special\n WeaponType::Unarmed => WeaponData {\n name: \"Unarmed Strike\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::new(0, DiceType::D4, 1), // 1 + STR mod\n damage_type: DamageType::Bludgeoning,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Improvised => WeaponData {\n name: \"Improvised Weapon\",\n category: WeaponCategory::Improvised,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Bludgeoning,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n }\n }\n}\n\n/// Static weapon data from the SRD.\n#[derive(Debug, Clone)]\npub struct WeaponData {\n pub name: &'static str,\n pub category: WeaponCategory,\n pub range: WeaponRange,\n pub damage: Dice,\n pub damage_type: DamageType,\n pub properties: Vec<WeaponProperty>,\n pub range_normal: i32,\n pub range_long: i32,\n pub versatile_damage: Option<Dice>,\n}\n\nimpl WeaponData {\n /// Check if this weapon has a specific property.\n pub fn has_property(&self, property: WeaponProperty) -> bool {\n self.properties.contains(&property)\n }\n\n /// Get the ability used for attack/damage rolls.\n pub fn attack_ability(&self) -> Ability {\n if self.has_property(WeaponProperty::Finesse) {\n // Finesse weapons can use DEX or STR (caller chooses higher)\n Ability::Dexterity\n } else if self.range == WeaponRange::Ranged {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n }\n}\n\n/// A weapon instance with potential customization (name, bonuses).\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Weapon {\n /// Base weapon type.\n pub weapon_type: WeaponType,\n /// Custom name (e.g., \"Rusted Pickaxe\", \"Snaggletooth's Cleaver\").\n pub flavor_name: Option<String>,\n /// Magic bonus to attack and damage.\n pub magic_bonus: i32,\n /// Whether this is equipped.\n pub equipped: bool,\n}\n\nimpl Weapon {\n /// Create a new weapon of the given type.\n pub fn new(weapon_type: WeaponType) -> Self {\n Self {\n weapon_type,\n flavor_name: None,\n magic_bonus: 0,\n equipped: false,\n }\n }\n\n /// Create a weapon with a custom flavor name.\n pub fn with_flavor_name(mut self, name: impl Into<String>) -> Self {\n self.flavor_name = Some(name.into());\n self\n }\n\n /// Create a magic weapon with a bonus.\n pub fn with_magic_bonus(mut self, bonus: i32) -> Self {\n self.magic_bonus = bonus;\n self\n }\n\n /// Set the equipped state.\n pub fn equipped(mut self, equipped: bool) -> Self {\n self.equipped = equipped;\n self\n }\n\n /// Get the base weapon data.\n pub fn data(&self) -> WeaponData {\n self.weapon_type.base_data()\n }\n\n /// Get the display name.\n pub fn display_name(&self) -> String {\n if let Some(ref flavor) = self.flavor_name {\n flavor.clone()\n } else {\n self.weapon_type.base_data().name.to_string()\n }\n }\n\n /// Get the damage dice including magic bonus.\n pub fn damage_dice(&self) -> Dice {\n let base = self.data().damage;\n Dice::new(base.count, base.die_type, base.modifier + self.magic_bonus)\n }\n}\n\n/// Database of all weapon types for lookup and AI mapping.\n#[derive(Resource)]\npub struct WeaponDatabase {\n weapons: Vec<WeaponType>,\n}\n\nimpl Default for WeaponDatabase {\n fn default() -> Self {\n Self {\n weapons: vec![\n // Simple Melee\n WeaponType::Club,\n WeaponType::Dagger,\n WeaponType::Greatclub,\n WeaponType::Handaxe,\n WeaponType::Javelin,\n WeaponType::LightHammer,\n WeaponType::Mace,\n WeaponType::Quarterstaff,\n WeaponType::Sickle,\n WeaponType::Spear,\n // Simple Ranged\n WeaponType::LightCrossbow,\n WeaponType::Dart,\n WeaponType::Shortbow,\n WeaponType::Sling,\n // Martial Melee\n WeaponType::Battleaxe,\n WeaponType::Flail,\n WeaponType::Glaive,\n WeaponType::Greataxe,\n WeaponType::Greatsword,\n WeaponType::Halberd,\n WeaponType::Lance,\n WeaponType::Longsword,\n WeaponType::Maul,\n WeaponType::Morningstar,\n WeaponType::Pike,\n WeaponType::Rapier,\n WeaponType::Scimitar,\n WeaponType::Shortsword,\n WeaponType::Trident,\n WeaponType::WarPick,\n WeaponType::Warhammer,\n WeaponType::Whip,\n // Martial Ranged\n WeaponType::Blowgun,\n WeaponType::HandCrossbow,\n WeaponType::HeavyCrossbow,\n WeaponType::Longbow,\n WeaponType::Net,\n ],\n }\n }\n}\n\nimpl WeaponDatabase {\n /// Find a weapon type by name (case-insensitive, partial match).\n pub fn find_by_name(&self, name: &str) -> Option<WeaponType> {\n let name_lower = name.to_lowercase();\n\n // First try exact match\n for &weapon in &self.weapons {\n let data = weapon.base_data();\n if data.name.to_lowercase() == name_lower {\n return Some(weapon);\n }\n }\n\n // Then try partial match\n for &weapon in &self.weapons {\n let data = weapon.base_data();\n if data.name.to_lowercase().contains(&name_lower)\n || name_lower.contains(&data.name.to_lowercase())\n {\n return Some(weapon);\n }\n }\n\n None\n }\n\n /// Get all weapons.\n pub fn all(&self) -> &[WeaponType] {\n &self.weapons\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_weapon_data() {\n let longswo
[2025-12-07T23:59:23.824Z] [INFO] rd = WeaponType::Longsword.base_data();\n assert_eq!(longsword.name, \"Longsword\");\n assert_eq!(longsword.category, WeaponCategory::Martial);\n assert_eq!(longsword.damage.count, 1);\n assert_eq!(longsword.damage.die_type, DiceType::D8);\n assert!(longsword.has_property(WeaponProperty::Versatile));\n assert!(longsword.versatile_damage.is_some());\n }\n\n #[test]\n fn test_weapon_database() {\n let db = WeaponDatabase::default();\n assert!(db.find_by_name(\"Longsword\").is_some());\n assert!(db.find_by_name(\"sword\").is_some()); // Partial match\n assert!(db.find_by_name(\"xyz\").is_none());\n }\n\n #[test]\n fn test_finesse_weapon() {\n let rapier = WeaponType::Rapier.base_data();\n assert!(rapier.has_property(WeaponProperty::Finesse));\n assert_eq!(rapier.attack_ability(), Ability::Dexterity);\n }\n}\n"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":1,"cache_creation_input_tokens":3582,"cache_read_input_tokens":76834,"cache_creation":{"ephemeral_5m_input_tokens":3582,"ephemeral_1h_input_tokens":0},"output_tokens":8770,"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"58d19c68-c8db-49e2-922e-ba97175a94c0","uuid":"4c3ae0f6-20fa-4e24-a783-55f54cb39583"}
[2025-12-07T23:59:23.839Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01JnPvU3itCwRb3v69nbARAA","type":"tool_result","content":"File created successfully at: /tmp/gh-issue-solver-1765151501447/src/dnd/weapons.rs"}]},"parent_tool_use_id":null,"session_id":"58d19c68-c8db-49e2-922e-ba97175a94c0","uuid":"29d64c42-fed8-4537-873b-ce0cfeca2b45","tool_use_result":{"type":"create","filePath":"/tmp/gh-issue-solver-1765151501447/src/dnd/weapons.rs","content":"//! D&D 5e Weapons.\n//!\n//! Implements the weapon system from the SRD including:\n//! - Simple and Martial weapons\n//! - Melee and Ranged weapons\n//! - Weapon properties (Finesse, Light, Heavy, etc.)\n//! - Damage types (Slashing, Piercing, Bludgeoning)\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse super::ability::Ability;\nuse super::dice::{Dice, DiceType};\n\n/// Plugin for weapon systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<WeaponDatabase>()\n .register_type::<Weapon>()\n .register_type::<WeaponType>();\n}\n\n/// Weapon proficiency category.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum WeaponCategory {\n Simple,\n Martial,\n Improvised,\n}\n\n/// Melee vs Ranged.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum WeaponRange {\n Melee,\n Ranged,\n}\n\n/// Weapon property flags.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum WeaponProperty {\n /// Can use DEX instead of STR for attack/damage.\n Finesse,\n /// Can be dual-wielded.\n Light,\n /// Small creatures have disadvantage; requires STR 13+.\n Heavy,\n /// +5 ft reach.\n Reach,\n /// Can be thrown.\n Thrown,\n /// Requires two hands.\n TwoHanded,\n /// Can use one or two hands (with different damage).\n Versatile,\n /// Uses ammunition.\n Ammunition,\n /// Requires reloading after each shot.\n Loading,\n /// Has a special rule.\n Special,\n}\n\n/// Types of damage.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize, Default)]\npub enum DamageType {\n #[default]\n Bludgeoning,\n Piercing,\n Slashing,\n // Elemental damage types\n Fire,\n Cold,\n Lightning,\n Thunder,\n Acid,\n Poison,\n // Other damage types\n Radiant,\n Necrotic,\n Force,\n Psychic,\n}\n\nimpl DamageType {\n pub fn name(&self) -> &'static str {\n match self {\n DamageType::Bludgeoning => \"bludgeoning\",\n DamageType::Piercing => \"piercing\",\n DamageType::Slashing => \"slashing\",\n DamageType::Fire => \"fire\",\n DamageType::Cold => \"cold\",\n DamageType::Lightning => \"lightning\",\n DamageType::Thunder => \"thunder\",\n DamageType::Acid => \"acid\",\n DamageType::Poison => \"poison\",\n DamageType::Radiant => \"radiant\",\n DamageType::Necrotic => \"necrotic\",\n DamageType::Force => \"force\",\n DamageType::Psychic => \"psychic\",\n }\n }\n}\n\n/// Known weapon types from the SRD.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum WeaponType {\n // Simple Melee\n Club,\n Dagger,\n Greatclub,\n Handaxe,\n Javelin,\n LightHammer,\n Mace,\n Quarterstaff,\n Sickle,\n Spear,\n // Simple Ranged\n LightCrossbow,\n Dart,\n Shortbow,\n Sling,\n // Martial Melee\n Battleaxe,\n Flail,\n Glaive,\n Greataxe,\n Greatsword,\n Halberd,\n Lance,\n Longsword,\n Maul,\n Morningstar,\n Pike,\n Rapier,\n Scimitar,\n Shortsword,\n Trident,\n WarPick,\n Warhammer,\n Whip,\n // Martial Ranged\n Blowgun,\n HandCrossbow,\n HeavyCrossbow,\n Longbow,\n Net,\n // Special\n Unarmed,\n Improvised,\n}\n\nimpl WeaponType {\n /// Get the base weapon data for this type.\n pub fn base_data(&self) -> WeaponData {\n match self {\n // Simple Melee\n WeaponType::Club => WeaponData {\n name: \"Club\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Light],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Dagger => WeaponData {\n name: \"Dagger\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Finesse,\n WeaponProperty::Light,\n WeaponProperty::Thrown,\n ],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Greatclub => WeaponData {\n name: \"Greatclub\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::TwoHanded],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Handaxe => WeaponData {\n name: \"Handaxe\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Light, WeaponProperty::Thrown],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Javelin => WeaponData {\n name: \"Javelin\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Thrown],\n range_normal: 30,\n range_long: 120,\n versatile_damage: None,\n },\n WeaponType::LightHammer => WeaponData {\n name: \"Light Hammer\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Light, WeaponProperty::Thrown],\n range_normal: 20,\n range_long: 60,\n versatile_damage: None,\n },\n WeaponType::Mace => WeaponData {\n name: \"Mace\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Bludgeoning,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Quarterstaff => WeaponData {\n name: \"Quarterstaff\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Versatile],\n range_normal: 5,\n range_long: 5,\n versatile_damage: Some(Dice::simple(1, DiceType::D8)),\n },\n WeaponType::Sickle => WeaponData {\n name: \"Sickle\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Light],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Spear => WeaponData {\n name: \"Spear\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Thrown, WeaponProperty::Versatile],\n range_normal: 20,\n range_long: 60,\n versatile_damage: Some(Dice::simple(1, DiceType::D8)),\n },\n // Simple Ranged\n WeaponType::LightCrossbow => WeaponData {\n name: \"Light Crossbow\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Ammunition,\n WeaponProperty::Loading,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 80,\n range_long: 320,\n versatile_damage: None,\n },\n WeaponType::Dart => WeaponData {\n name: \"Dart\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Ranged,\n damage
[2025-12-07T23:59:23.851Z] [INFO] : Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Finesse, WeaponProperty::Thrown],\n range_normal: 20,\n range_long: 60,\n versatile_damage: None,\n },\n WeaponType::Shortbow => WeaponData {\n name: \"Shortbow\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Ammunition, WeaponProperty::TwoHanded],\n range_normal: 80,\n range_long: 320,\n versatile_damage: None,\n },\n WeaponType::Sling => WeaponData {\n name: \"Sling\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Ammunition],\n range_normal: 30,\n range_long: 120,\n versatile_damage: None,\n },\n // Martial Melee\n WeaponType::Battleaxe => WeaponData {\n name: \"Battleaxe\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Versatile],\n range_normal: 5,\n range_long: 5,\n versatile_damage: Some(Dice::simple(1, DiceType::D10)),\n },\n WeaponType::Flail => WeaponData {\n name: \"Flail\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Bludgeoning,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Glaive => WeaponData {\n name: \"Glaive\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D10),\n damage_type: DamageType::Slashing,\n properties: vec![\n WeaponProperty::Heavy,\n WeaponProperty::Reach,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 10,\n range_long: 10,\n versatile_damage: None,\n },\n WeaponType::Greataxe => WeaponData {\n name: \"Greataxe\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D12),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Heavy, WeaponProperty::TwoHanded],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Greatsword => WeaponData {\n name: \"Greatsword\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(2, DiceType::D6),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Heavy, WeaponProperty::TwoHanded],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Halberd => WeaponData {\n name: \"Halberd\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D10),\n damage_type: DamageType::Slashing,\n properties: vec![\n WeaponProperty::Heavy,\n WeaponProperty::Reach,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 10,\n range_long: 10,\n versatile_damage: None,\n },\n WeaponType::Lance => WeaponData {\n name: \"Lance\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D12),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Reach, WeaponProperty::Special],\n range_normal: 10,\n range_long: 10,\n versatile_damage: None,\n },\n WeaponType::Longsword => WeaponData {\n name: \"Longsword\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Versatile],\n range_normal: 5,\n range_long: 5,\n versatile_damage: Some(Dice::simple(1, DiceType::D10)),\n },\n WeaponType::Maul => WeaponData {\n name: \"Maul\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(2, DiceType::D6),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Heavy, WeaponProperty::TwoHanded],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Morningstar => WeaponData {\n name: \"Morningstar\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Piercing,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Pike => WeaponData {\n name: \"Pike\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D10),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Heavy,\n WeaponProperty::Reach,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 10,\n range_long: 10,\n versatile_damage: None,\n },\n WeaponType::Rapier => WeaponData {\n name: \"Rapier\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Finesse],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Scimitar => WeaponData {\n name: \"Scimitar\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Finesse, WeaponProperty::Light],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Shortsword => WeaponData {\n name: \"Shortsword\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Finesse, WeaponProperty::Light],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Trident => WeaponData {\n name: \"Trident\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Thrown, WeaponProperty::Versatile],\n range_normal: 20,\n range_long: 60,\n versatile_damage: Some(Dice::simple(1, DiceType::D8)),\n },\n WeaponType::WarPick => WeaponData {\n name: \"War Pick\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Piercing,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Warhammer => WeaponData {\n name: \"Warhammer\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Versatile],\n range_normal: 5,\n range_long: 5,\n versatile_damage: Some(Dice::simple(1, DiceType::D10)),\n },\n WeaponType::Whip => WeaponData {\n name: \"Whip\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Slashing,\n properties: vec![WeaponProperty::Finesse, WeaponProperty::Reach],\n range_normal: 10,\n range_long: 10,\n versatile_damage: None,\n },\n // Martial Ranged\n WeaponType::Blowgun => WeaponData {\n name: \"Blowgun\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Ranged,\n damage: Dice::new(0, DiceType::D4, 1), // 1 damage\n damage_type: DamageType::Piercing,\n properties: vec![WeaponProperty::Ammunition, WeaponProperty::Loading],\n range_normal: 25,\n range_long: 100,\n versatile_damage: None,\n },\n WeaponType::HandCrossbow => WeaponData {\n name: \"Hand Crossbow\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D6),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Ammunition,\n WeaponProperty::Light,\n WeaponProperty::Loading,\n ],\n range_normal: 30,\n range_long: 120,\n versatile_damage: None,\n },\n WeaponType::HeavyCrossbow => WeaponData {\n name: \"Heavy Crossbow\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D10),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Ammunition,\n WeaponProperty::Heavy,\n WeaponProperty::Loading,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 100,\n range_long: 400,\n versatile_damage: None,\n },\n WeaponType::Longbow => WeaponData {\n name: \"Longbow\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Ranged,\n damage: Dice::simple(1, DiceType::D8),\n damage_type: DamageType::Piercing,\n properties: vec![\n WeaponProperty::Ammunition,\n WeaponProperty::Heavy,\n WeaponProperty::TwoHanded,\n ],\n range_normal: 150,\n range_long: 600,\n versatile_damage: None,\n },\n WeaponType::Net => WeaponData {\n name: \"Net\",\n category: WeaponCategory::Martial,\n range: WeaponRange::Ranged,\n damage: Dice::new(0, DiceType::D4, 0), // No damage\n damage_type: DamageType::Bludgeoning,\n properties: vec![WeaponProperty::Thrown, WeaponProperty::Special],\n range_normal: 5,\n range_long: 15,\n versatile_damage: None,\n },\n // Special\n WeaponType::Unarmed => WeaponData {\n name: \"Unarmed Strike\",\n category: WeaponCategory::Simple,\n range: WeaponRange::Melee,\n damage: Dice::new(0, DiceType::D4, 1), // 1 + STR mod\n damage_type: DamageType::Bludgeoning,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n WeaponType::Improvised => WeaponData {\n name: \"Improvised Weapon\",\n category: WeaponCategory::Improvised,\n range: WeaponRange::Melee,\n damage: Dice::simple(1, DiceType::D4),\n damage_type: DamageType::Bludgeoning,\n properties: vec![],\n range_normal: 5,\n range_long: 5,\n versatile_damage: None,\n },\n }\n }\n}\n\n/// Static weapon data from the SRD.\n#[derive(Debug, Clone)]\npub struct WeaponData {\n pub name: &'static str,\n pub category: WeaponCategory,\n pub range: WeaponRange,\n pub damage: Dice,\n pub damage_type: DamageType,\n pub properties: Vec<WeaponProperty>,\n pub range_normal: i32,\n pub range_long: i32,\n pub versatile_damage: Option<Dice>,\n}\n\nimpl WeaponData {\n /// Check if this weapon has a specific property.\n pub fn has_property(&self, property: WeaponProperty) -> bool {\n self.properties.contains(&property)\n }\n\n /// Get the ability used for attack/damage rolls.\n pub fn attack_ability(&self) -> Ability {\n if self.has_property(WeaponProperty::Finesse) {\n // Finesse weapons can use DEX or STR (caller chooses higher)\n Ability::Dexterity\n } else if self.range == WeaponRange::Ranged {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n }\n}\n\n/// A weapon instance with potential customization (name, bonuses).\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Weapon {\n /// Base weapon type.\n pub weapon_type: WeaponType,\n /// Custom name (e.g., \"Rusted Pickaxe\", \"Snaggletooth's Cleaver\").\n pub flavor_name: Option<String>,\n /// Magic bonus to attack and damage.\n pub magic_bonus: i32,\n /// Whether this is equipped.\n pub equipped: bool,\n}\n\nimpl Weapon {\n /// Create a new weapon of the given type.\n pub fn new(weapon_type: WeaponType) -> Self {\n Self {\n weapon_type,\n flavor_name: None,\n magic_bonus: 0,\n equipped: false,\n }\n }\n\n /// Create a weapon with a custom flavor name.\n pub fn with_flavor_name(mut self, name: impl Into<String>) -> Self {\n self.flavor_name = Some(name.into());\n self\n }\n\n /// Create a magic weapon with a bonus.\n pub fn with_magic_bonus(mut self, bonus: i32) -> Self {\n self.magic_bonus = bonus;\n self\n }\n\n /// Set the equipped state.\n pub fn equipped(mut self, equipped: bool) -> Self {\n self.equipped = equipped;\n self\n }\n\n /// Get the base weapon data.\n pub fn data(&self) -> WeaponData {\n self.weapon_type.base_data()\n }\n\n /// Get the display name.\n pub fn display_name(&self) -> String {\n if let Some(ref flavor) = self.flavor_name {\n flavor.clone()\n } else {\n self.weapon_type.base_data().name.to_string()\n }\n }\n\n /// Get the damage dice including magic bonus.\n pub fn damage_dice(&self) -> Dice {\n let base = self.data().damage;\n Dice::new(base.count, base.die_type, base.modifier + self.magic_bonus)\n }\n}\n\n/// Database of all weapon types for lookup and AI mapping.\n#[derive(Resource)]\npub struct WeaponDatabase {\n weapons: Vec<WeaponType>,\n}\n\nimpl Default for WeaponDatabase {\n fn default() -> Self {\n Self {\n weapons: vec![\n // Simple Melee\n WeaponType::Club,\n WeaponType::Dagger,\n WeaponType::Greatclub,\n WeaponType::Handaxe,\n WeaponType::Javelin,\n WeaponType::LightHammer,\n WeaponType::Mace,\n WeaponType::Quarterstaff,\n WeaponType::Sickle,\n WeaponType::Spear,\n // Simple Ranged\n WeaponType::LightCrossbow,\n WeaponType::Dart,\n WeaponType::Shortbow,\n WeaponType::Sling,\n // Martial Melee\n WeaponType::Battleaxe,\n WeaponType::Flail,\n WeaponType::Glaive,\n WeaponType::Greataxe,\n WeaponType::Greatsword,\n WeaponType::Halberd,\n WeaponType::Lance,\n WeaponType::Longsword,\n WeaponType::Maul,\n WeaponType::Morningstar,\n WeaponType::Pike,\n WeaponType::Rapier,\n WeaponType::Scimitar,\n WeaponType::Shortsword,\n WeaponType::Trident,\n WeaponType::WarPick,\n WeaponType::Warhammer,\n WeaponType::Whip,\n // Martial Ranged\n WeaponType::Blowgun,\n WeaponType::HandCrossbow,\n WeaponType::HeavyCrossbow,\n WeaponType::Longbow,\n WeaponType::Net,\n ],\n }\n }\n}\n\nimpl WeaponDatabase {\n /// Find a weapon type by name (case-insensitive, partial match).\n pub fn find_by_name(&self, name: &str) -> Option<WeaponType> {\n let name_lower = name.to_lowercase();\n\n // First try exact match\n for &weapon in &self.weapons {\n let data = weapon.base_data();\n if data.name.to_lowercase() == name_lower {\n return Some(weapon);\n }\n }\n\n // Then try partial match\n for &weapon in &self.weapons {\n let data = weapon.base_data();\n if data.name.to_lowercase().contains(&name_lower)\n || name_lower.contains(&data.name.to_lowercase())\n {\n return Some(weapon);\n }\n }\n\n None\n }\n\n /// Get all weapons.\n pub fn all(&self) -> &[WeaponType] {\n &self.weapons\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_weapon_data() {\n let longsword = WeaponType::Longsword.base_data();\n assert_eq!(longsword.name, \"Longsword\");\n assert_eq!(longsword.category, WeaponCategory::Martial);\n assert_eq!(longsword.damage.count, 1);\n assert_eq!(longsword.damage.die_type, DiceType::D8);\n assert!(longsword.has_property(WeaponProperty::Versatile));\n assert!(longsword.versatile_damage.is_some());\n }\n\n #[test]\n fn test_weapon_database() {\n let db = WeaponDatabase::default();\n assert!(db.find_by_name(\"Longsword\").is_some());\n assert!(db.find_by_name(\"sword\").is_some()); // Partial match\n assert!(db.find_by_name(\"xyz\").is_none());\n }\n\n #[test]\n fn test_finesse_weapon() {\n let rapier = WeaponType::Rapier.base_data();\n assert!(rapier.has_property(WeaponProperty::Finesse));\n assert_eq!(rapier.attack_ability(), Ability::Dexterity);\n }\n}\n","structuredPatch":[],"originalFile":null}}
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"content": "//! D&D 5e Armor System.\n//!\n//! Implements the armor system from the SRD including:\n//! - Light, Medium, and Heavy armor\n//! - Shields\n//! - AC calculations\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\n/// Plugin for armor systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<ArmorDatabase>()\n .register_type::<Armor>()\n .register_type::<ArmorType>();\n}\n\n/// Armor proficiency category.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum ArmorCategory {\n /// AC = base + full DEX modifier\n Light,\n /// AC = base + DEX modifier (max +2)\n Medium,\n /// AC = base (no DEX modifier)\n Heavy,\n /// Adds +2 to AC\n Shield,\n}\n\n/// Known armor types from the SRD.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum ArmorType {\n // Unarmored\n Unarmored,\n // Light Armor\n Padded,\n Leather,\n StuddedLeather,\n // Medium Armor\n Hide,\n ChainShirt,\n ScaleMail,\n Breastplate,\n HalfPlate,\n // Heavy Armor\n RingMail,\n ChainMail,\n Splint,\n Plate,\n // Shield\n Shield,\n}\n\nimpl ArmorType {\n /// Get the base armor data for this type.\n pub fn base_data(&self) -> ArmorData {\n match self {\n ArmorType::Unarmored => ArmorData {\n name: \"Unarmored\",\n category: ArmorCategory::Light,\n base_ac: 10,\n dex_bonus: DexBonus::Full,\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n // Light Armor\n ArmorType::Padded => ArmorData {\n name: \"Padded\",\n category: ArmorCategory::Light,\n base_ac: 11,\n dex_bonus: DexBonus::Full,\n strength_requirement: None,\n stealth_disadvantage: true,\n },\n ArmorType::Leather => ArmorData {\n name: \"Leather\",\n category: ArmorCategory::Light,\n base_ac: 11,\n dex_bonus: DexBonus::Full,\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n ArmorType::StuddedLeather => ArmorData {\n name: \"Studded Leather\",\n category: ArmorCategory::Light,\n base_ac: 12,\n dex_bonus: DexBonus::Full,\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n // Medium Armor\n ArmorType::Hide => ArmorData {\n name: \"Hide\",\n category: ArmorCategory::Medium,\n base_ac: 12,\n dex_bonus: DexBonus::Max(2),\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n ArmorType::ChainShirt => ArmorData {\n name: \"Chain Shirt\",\n category: ArmorCategory::Medium,\n base_ac: 13,\n dex_bonus: DexBonus::Max(2),\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n ArmorType::ScaleMail => ArmorData {\n name: \"Scale Mail\",\n category: ArmorCategory::Medium,\n base_ac: 14,\n dex_bonus: DexBonus::Max(2),\n strength_requirement: None,\n stealth_disadvantage: true,\n },\n ArmorType::Breastplate => ArmorData {\n name: \"Breastplate\",\n category: ArmorCategory::Medium,\n base_ac: 14,\n dex_bonus: DexBonus::Max(2),\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n ArmorType::HalfPlate => ArmorData {\n name: \"Half Plate\",\n category: ArmorCategory::Medium,\n base_ac: 15,\n dex_bonus: DexBonus::Max(2),\n strength_requirement: None,\n stealth_disadvantage: true,\n },\n // Heavy Armor\n ArmorType::RingMail => ArmorData {\n name: \"Ring Mail\",\n category: ArmorCategory::Heavy,\n base_ac: 14,\n dex_bonus: DexBonus::None,\n strength_requirement: None,\n stealth_disadvantage: true,\n },\n ArmorType::ChainMail => ArmorData {\n name: \"Chain Mail\",\n category: ArmorCategory::Heavy,\n base_ac: 16,\n dex_bonus: DexBonus::None,\n strength_requirement: Some(13),\n stealth_disadvantage: true,\n },\n ArmorType::Splint => ArmorData {\n name: \"Splint\",\n category: ArmorCategory::Heavy,\n base_ac: 17,\n dex_bonus: DexBonus::None,\n strength_requirement: Some(15),\n stealth_disadvantage: true,\n },\n ArmorType::Plate => ArmorData {\n name: \"Plate\",\n category: ArmorCategory::Heavy,\n base_ac: 18,\n dex_bonus: DexBonus::None,\n strength_requirement: Some(15),\n stealth_disadvantage: true,\n },\n // Shield\n ArmorType::Shield => ArmorData {\n name: \"Shield\",\n category: ArmorCategory::Shield,\n base_ac: 2, // Adds to existing AC\n dex_bonus: DexBonus::None,\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n }\n }\n}\n\n/// How DEX modifier applies to this armor.\n#[derive(Debug, Clone, Copy, PartialEq, Eq)]\npub enum DexBonus {\n /// No DEX bonus (heavy armor).\n None,\n /// Full DEX bonus (light armor, unarmored).\n Full,\n /// DEX bonus with a maximum (medium armor).\n Max(i32),\n}\n\n/// Static armor data from the SRD.\n#[derive(Debug, Clone)]\npub struct ArmorData {\n pub name: &'static str,\n pub category: ArmorCategory,\n pub base_ac: i32,\n pub dex_bonus: DexBonus,\n pub strength_requirement: Option<i32>,\n pub stealth_disadvantage: bool,\n}\n\nimpl ArmorData {\n /// Calculate AC with this armor and the given DEX modifier.\n pub fn calculate_ac(&self, dex_modifier: i32) -> i32 {\n let dex_bonus = match self.dex_bonus {\n DexBonus::None => 0,\n DexBonus::Full => dex_modifier,\n DexBonus::Max(max) => dex_modifier.min(max),\n };\n\n self.base_ac + dex_bonus\n }\n}\n\n/// An armor instance with potential customization.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Armor {\n /// Base armor type.\n pub armor_type: ArmorType,\n /// Custom name (e.g., \"Moldy Leather Armor\").\n pub flavor_name: Option<String>,\n /// Magic bonus to AC.\n pub magic_bonus: i32,\n /// Whether this is equipped.\n pub equipped: bool,\n}\n\nimpl Armor {\n /// Create new armor of the given type.\n pub fn new(armor_type: ArmorType) -> Self {\n Self {\n armor_type,\n flavor_name: None,\n magic_bonus: 0,\n equipped: false,\n }\n }\n\n /// Create armor with a custom flavor name.\n pub fn with_flavor_name(mut self, name: impl Into<String>) -> Self {\n self.flavor_name = Some(name.into());\n self\n }\n\n /// Create magic armor with a bonus.\n pub fn with_magic_bonus(mut self, bonus: i32) -> Self {\n self.magic_bonus = bonus;\n self\n }\n\n /// Set the equipped state.\n pub fn equipped(mut self, equipped: bool) -> Self {\n self.equipped = equipped;\n self\n }\n\n /// Get the base armor data.\n pub fn data(&self) -> ArmorData {\n self.armor_type.base_data()\n }\n\n /// Get the display name.\n pub fn display_name(&self) -> String {\n if let Some(ref flavor) = self.flavor_name {\n flavor.clone()\n } else {\n self.armor_type.base_data().name.to_string()\n }\n }\n\n /// Calculate AC with this armor (including magic bonus).\n pub fn calculate_ac(&self, dex_modifier: i32) -> i32 {\n self.data().calculate_ac(dex_modifier) + self.magic_bonus\n }\n}\n\n/// Database of all armor types for lookup and AI mapping.\n#[derive(Resource)]\npub struct ArmorDatabase {\n armors: Vec<ArmorType>,\n}\n\nimpl Default for ArmorDatabase {\n fn default() -> Self {\n Self {\n armors: vec![\n ArmorType::Unarmored,\n // Light\n ArmorType::Padded,\n ArmorType::Leather,\n ArmorType::StuddedLeather,\n // Medium\n ArmorType::Hide,\n ArmorType::ChainShirt,\n ArmorType::ScaleMail,\n ArmorType::Breastplate,\n ArmorType::HalfPlate,\n // Heavy\n ArmorType::RingMail,\n ArmorType::ChainMail,\n ArmorType::Splint,\n ArmorType::Plate,\n // Shield\n ArmorType::Shield,\n ],\n }\n }\n}\n\nimpl ArmorDatabase {\n /// Find an armor type by name (case-insensitive, partial match).\n pub fn find_by_name(&self, name: &str) -> Option<ArmorType> {\n let name_lower = name.to_lowercase();\n\n // First try exact match\n for &armor in &self.armors {\n let data = armor.base_data();\n if data.name.to_lowercase() == name_lower {\n return Some(armor);\n }\n }\n\n // Then try partial match\n for &armor in &self.armors {\n let data = armor.base_data();\n if data.name.to_lowercase().contains(&name_lower)\n || name_lower.contains(&data.name.to_lowercase())\n {\n return Some(armor);\n }\n }\n\n None\n }\n\n /// Get all armors.\n pub fn all(&self) -> &[ArmorType] {\n &self.armors\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_unarmored_ac() {\n let armor = ArmorType::Unarmored.base_data();\n assert_eq!(armor.calculate_ac(2), 12); // 10 + 2 DEX\n assert_eq!(armor.calculate_ac(-1), 9); // 10 - 1 DEX\n }\n\n #[test]\n fn test_light_armor_ac() {\n let leather = ArmorType::Leather.base_data();\n assert_eq!(leather.calculate_ac(3), 14); // 11 + 3 DEX\n }\n\n #[test]\n fn test_medium_armor_ac() {\n let chain_shirt = ArmorType::ChainShirt.base_data();\n assert_eq!(chain_shirt.calculate_ac(2), 15); // 13 + 2 DEX (max)\n assert_eq!(chain_shirt.calculate_ac(4), 15); // 13 + 2 DEX (capped at 2)\n assert_eq!(chain_shirt.calculate_ac(1), 14); // 13 + 1 DEX\n }\n\n #[test]\n fn test_heavy_armor_ac() {\n let plate = ArmorType::Plate.base_data();\n assert_eq!(plate.calculate_ac(0), 18); // 18 flat\n assert_eq!(plate.calculate_ac(5), 18); // DEX doesn't apply\n assert_eq!(plate.calculate_ac(-2), 18); // DEX doesn't apply (even negative)\n }\n\n #[test]\n fn test_armor_database() {\n let db = ArmorDatabase::default();\n assert!(db.find_by_name(\"Plate\").is_some());\n assert!(db.find_by_name(\"leather\").is_some()); // Case insensitive\n assert!(db.find_by_name(\"xyz\").is_none());\n }\n}\n"
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"content": "//! D&D 5e Armor System.\n//!\n//! Implements the armor system from the SRD including:\n//! - Light, Medium, and Heavy armor\n//! - Shields\n//! - AC calculations\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\n/// Plugin for armor systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<ArmorDatabase>()\n .register_type::<Armor>()\n .register_type::<ArmorType>();\n}\n\n/// Armor proficiency category.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum ArmorCategory {\n /// AC = base + full DEX modifier\n Light,\n /// AC = base + DEX modifier (max +2)\n Medium,\n /// AC = base (no DEX modifier)\n Heavy,\n /// Adds +2 to AC\n Shield,\n}\n\n/// Known armor types from the SRD.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum ArmorType {\n // Unarmored\n Unarmored,\n // Light Armor\n Padded,\n Leather,\n StuddedLeather,\n // Medium Armor\n Hide,\n ChainShirt,\n ScaleMail,\n Breastplate,\n HalfPlate,\n // Heavy Armor\n RingMail,\n ChainMail,\n Splint,\n Plate,\n // Shield\n Shield,\n}\n\nimpl ArmorType {\n /// Get the base armor data for this type.\n pub fn base_data(&self) -> ArmorData {\n match self {\n ArmorType::Unarmored => ArmorData {\n name: \"Unarmored\",\n category: ArmorCategory::Light,\n base_ac: 10,\n dex_bonus: DexBonus::Full,\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n // Light Armor\n ArmorType::Padded => ArmorData {\n name: \"Padded\",\n category: ArmorCategory::Light,\n base_ac: 11,\n dex_bonus: DexBonus::Full,\n strength_requirement: None,\n stealth_disadvantage: true,\n },\n ArmorType::Leather => ArmorData {\n name: \"Leather\",\n category: ArmorCategory::Light,\n base_ac: 11,\n dex_bonus: DexBonus::Full,\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n ArmorType::StuddedLeather => ArmorData {\n name: \"Studded Leather\",\n category: ArmorCategory::Light,\n base_ac: 12,\n dex_bonus: DexBonus::Full,\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n // Medium Armor\n ArmorType::Hide => ArmorData {\n name: \"Hide\",\n category: ArmorCategory::Medium,\n base_ac: 12,\n dex_bonus: DexBonus::Max(2),\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n ArmorType::ChainShirt => ArmorData {\n name: \"Chain Shirt\",\n category: ArmorCategory::Medium,\n base_ac: 13,\n dex_bonus: DexBonus::Max(2),\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n ArmorType::ScaleMail => ArmorData {\n name: \"Scale Mail\",\n category: ArmorCategory::Medium,\n base_ac: 14,\n dex_bonus: DexBonus::Max(2),\n strength_requirement: None,\n stealth_disadvantage: true,\n },\n ArmorType::Breastplate => ArmorData {\n name: \"Breastplate\",\n category: ArmorCategory::Medium,\n base_ac: 14,\n dex_bonus: DexBonus::Max(2),\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n ArmorType::HalfPlate => ArmorData {\n name: \"Half Plate\",\n category: ArmorCategory::Medium,\n base_ac: 15,\n dex_bonus: DexBonus::Max(2),\n strength_requirement: None,\n stealth_disadvantage: true,\n },\n // Heavy Armor\n ArmorType::RingMail => ArmorData {\n name: \"Ring Mail\",\n category: ArmorCategory::Heavy,\n base_ac: 14,\n dex_bonus: DexBonus::None,\n strength_requirement: None,\n stealth_disadvantage: true,\n },\n ArmorType::ChainMail => ArmorData {\n name: \"Chain Mail\",\n category: ArmorCategory::Heavy,\n base_ac: 16,\n dex_bonus: DexBonus::None,\n strength_requirement: Some(13),\n stealth_disadvantage: true,\n },\n ArmorType::Splint => ArmorData {\n name: \"Splint\",\n category: ArmorCategory::Heavy,\n base_ac: 17,\n dex_bonus: DexBonus::None,\n strength_requirement: Some(15),\n stealth_disadvantage: true,\n },\n ArmorType::Plate => ArmorData {\n name: \"Plate\",\n category: ArmorCategory::Heavy,\n base_ac: 18,\n dex_bonus: DexBonus::None,\n strength_requirement: Some(15),\n stealth_disadvantage: true,\n },\n // Shield\n ArmorType::Shield => ArmorData {\n name: \"Shield\",\n category: ArmorCategory::Shield,\n base_ac: 2, // Adds to existing AC\n dex_bonus: DexBonus::None,\n strength_requirement: None,\n stealth_disadvantage: false,\n },\n }\n }\n}\n\n/// How DEX modifier applies to this armor.\n#[derive(Debug, Clone, Copy, PartialEq, Eq)]\npub enum DexBonus {\n /// No DEX bonus (heavy armor).\n None,\n /// Full DEX bonus (light armor, unarmored).\n Full,\n /// DEX bonus with a maximum (medium armor).\n Max(i32),\n}\n\n/// Static armor data from the SRD.\n#[derive(Debug, Clone)]\npub struct ArmorData {\n pub name: &'static str,\n pub category: ArmorCategory,\n pub base_ac: i32,\n pub dex_bonus: DexBonus,\n pub strength_requirement: Option<i32>,\n pub stealth_disadvantage: bool,\n}\n\nimpl ArmorData {\n /// Calculate AC with this armor and the given DEX modifier.\n pub fn calculate_ac(&self, dex_modifier: i32) -> i32 {\n let dex_bonus = match self.dex_bonus {\n DexBonus::None => 0,\n DexBonus::Full => dex_modifier,\n DexBonus::Max(max) => dex_modifier.min(max),\n };\n\n self.base_ac + dex_bonus\n }\n}\n\n/// An armor instance with potential customization.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct Armor {\n /// Base armor type.\n pub armor_type: ArmorType,\n /// Custom name (e.g., \"Moldy Leather Armor\").\n pub flavor_name: Option<String>,\n /// Magic bonus to AC.\n pub magic_bonus: i32,\n /// Whether this is equipped.\n pub equipped: bool,\n}\n\nimpl Armor {\n /// Create new armor of the given type.\n pub fn new(armor_type: ArmorType) -> Self {\n Self {\n armor_type,\n flavor_name: None,\n magic_bonus: 0,\n equipped: false,\n }\n }\n\n /// Create armor with a custom flavor name.\n pub fn with_flavor_name(mut self, name: impl Into<String>) -> Self {\n self.flavor_name = Some(name.into());\n self\n }\n\n /// Create magic armor with a bonus.\n pub fn with_magic_bonus(mut self, bonus: i32) -> Self {\n self.magic_bonus = bonus;\n self\n }\n\n /// Set the equipped state.\n pub fn equipped(mut self, equipped: bool) -> Self {\n self.equipped = equipped;\n self\n }\n\n /// Get the base armor data.\n pub fn data(&self) -> ArmorData {\n self.armor_type.base_data()\n }\n\n /// Get the display name.\n pub fn display_name(&self) -> String {\n if let Some(ref flavor) = self.flavor_name {\n flavor.clone()\n } else {\n self.armor_type.base_data().name.to_string()\n }\n }\n\n /// Calculate AC with this armor (including magic bonus).\n pub fn calculate_ac(&self, dex_modifier: i32) -> i32 {\n self.data().calculate_ac(dex_modifier) + self.magic_bonus\n }\n}\n\n/// Database of all armor types for lookup and AI mapping.\n#[derive(Resource)]\npub struct ArmorDatabase {\n armors: Vec<ArmorType>,\n}\n\nimpl Default for ArmorDatabase {\n fn default() -> Self {\n Self {\n armors: vec![\n ArmorType::Unarmored,\n // Light\n ArmorType::Padded,\n ArmorType::Leather,\n ArmorType::StuddedLeather,\n // Medium\n ArmorType::Hide,\n ArmorType::ChainShirt,\n ArmorType::ScaleMail,\n ArmorType::Breastplate,\n ArmorType::HalfPlate,\n // Heavy\n ArmorType::RingMail,\n ArmorType::ChainMail,\n ArmorType::Splint,\n ArmorType::Plate,\n // Shield\n ArmorType::Shield,\n ],\n }\n }\n}\n\nimpl ArmorDatabase {\n /// Find an armor type by name (case-insensitive, partial match).\n pub fn find_by_name(&self, name: &str) -> Option<ArmorType> {\n let name_lower = name.to_lowercase();\n\n // First try exact match\n for &armor in &self.armors {\n let data = armor.base_data();\n if data.name.to_lowercase() == name_lower {\n return Some(armor);\n }\n }\n\n // Then try partial match\n for &armor in &self.armors {\n let data = armor.base_data();\n if data.name.to_lowercase().contains(&name_lower)\n || name_lower.contains(&data.name.to_lowercase())\n {\n return Some(armor);\n }\n }\n\n None\n }\n\n /// Get all armors.\n pub fn all(&self) -> &[ArmorType] {\n &self.armors\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_unarmored_ac() {\n let armor = ArmorType::Unarmored.base_data();\n assert_eq!(armor.calculate_ac(2), 12); // 10 + 2 DEX\n assert_eq!(armor.calculate_ac(-1), 9); // 10 - 1 DEX\n }\n\n #[test]\n fn test_light_armor_ac() {\n let leather = ArmorType::Leather.base_data();\n assert_eq!(leather.calculate_ac(3), 14); // 11 + 3 DEX\n }\n\n #[test]\n fn test_medium_armor_ac() {\n let chain_shirt = ArmorType::ChainShirt.base_data();\n assert_eq!(chain_shirt.calculate_ac(2), 15); // 13 + 2 DEX (max)\n assert_eq!(chain_shirt.calculate_ac(4), 15); // 13 + 2 DEX (capped at 2)\n assert_eq!(chain_shirt.calculate_ac(1), 14); // 13 + 1 DEX\n }\n\n #[test]\n fn test_heavy_armor_ac() {\n let plate = ArmorType::Plate.base_data();\n assert_eq!(plate.calculate_ac(0), 18); // 18 flat\n assert_eq!(plate.calculate_ac(5), 18); // DEX doesn't apply\n assert_eq!(plate.calculate_ac(-2), 18); // DEX doesn't apply (even negative)\n }\n\n #[test]\n fn test_armor_database() {\n let db = ArmorDatabase::default();\n assert!(db.find_by_name(\"Plate\").is_some());\n assert!(db.find_by_name(\"leather\").is_some()); // Case insensitive\n assert!(db.find_by_name(\"xyz\").is_none());\n }\n}\n",
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"content": "//! D&D ECS Components for character sheets and game entities.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse super::ability::{Ability, AbilityScores};\nuse super::armor::{Armor, ArmorCategory, ArmorType};\nuse super::dice::{Dice, DiceType};\nuse super::weapons::{Weapon, WeaponCategory, WeaponType};\n\n/// Plugin for D&D components.\npub fn plugin(app: &mut App) {\n app.register_type::<CharacterSheet>()\n .register_type::<ArmorClass>()\n .register_type::<HitPoints>()\n .register_type::<Proficiencies>()\n .register_type::<Skills>()\n .register_type::<Equipment>()\n .register_type::<Level>();\n}\n\n/// Proficiency bonus by character level.\npub fn proficiency_bonus(level: i32) -> i32 {\n match level {\n 1..=4 => 2,\n 5..=8 => 3,\n 9..=12 => 4,\n 13..=16 => 5,\n 17..=20 => 6,\n _ => 2,\n }\n}\n\n/// Character or monster level/CR.\n#[derive(Component, Debug, Clone, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Level {\n /// Character level (1-20) or monster CR as effective level.\n pub value: i32,\n}\n\nimpl Default for Level {\n fn default() -> Self {\n Self { value: 1 }\n }\n}\n\nimpl Level {\n pub fn new(value: i32) -> Self {\n Self { value }\n }\n\n /// Get the proficiency bonus for this level.\n pub fn proficiency_bonus(&self) -> i32 {\n proficiency_bonus(self.value)\n }\n}\n\n/// Hit Points component (D&D style with hit dice).\n#[derive(Component, Debug, Clone, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct HitPoints {\n /// Current hit points.\n pub current: i32,\n /// Maximum hit points.\n pub max: i32,\n /// Temporary hit points.\n pub temp: i32,\n /// Hit dice (e.g., \"2d8\" for 2 levels with d8 hit die).\n pub hit_dice_count: i32,\n /// Hit die type.\n pub hit_die_type: DiceType,\n /// Remaining hit dice for short rests.\n pub hit_dice_remaining: i32,\n}\n\nimpl Default for HitPoints {\n fn default() -> Self {\n Self {\n current: 10,\n max: 10,\n temp: 0,\n hit_dice_count: 1,\n hit_die_type: DiceType::D8,\n hit_dice_remaining: 1,\n }\n }\n}\n\nimpl HitPoints {\n /// Create hit points for a character with given max HP.\n pub fn new(max: i32) -> Self {\n Self {\n current: max,\n max,\n temp: 0,\n hit_dice_count: 1,\n hit_die_type: DiceType::D8,\n hit_dice_remaining: 1,\n }\n }\n\n /// Create hit points with hit dice info.\n pub fn with_hit_dice(mut self, count: i32, die_type: DiceType) -> Self {\n self.hit_dice_count = count;\n self.hit_die_type = die_type;\n self.hit_dice_remaining = count;\n self\n }\n\n /// Calculate starting HP: max hit die + CON modifier per level.\n pub fn calculate_for_level(level: i32, hit_die: DiceType, con_modifier: i32) -> Self {\n // First level: max hit die + CON\n // Each additional level: average + CON (or roll)\n let first_level_hp = hit_die.sides() + con_modifier;\n let per_level_avg = (hit_die.sides() / 2 + 1) + con_modifier;\n let additional_hp = (level - 1) * per_level_avg;\n let max_hp = (first_level_hp + additional_hp).max(1);\n\n Self {\n current: max_hp,\n max: max_hp,\n temp: 0,\n hit_dice_count: level,\n hit_die_type: hit_die,\n hit_dice_remaining: level,\n }\n }\n\n /// Take damage, consuming temp HP first.\n pub fn take_damage(&mut self, damage: i32) {\n let mut remaining = damage;\n\n // Temp HP absorbs first\n if self.temp > 0 {\n if self.temp >= remaining {\n self.temp -= remaining;\n return;\n } else {\n remaining -= self.temp;\n self.temp = 0;\n }\n }\n\n // Then current HP\n self.current = (self.current - remaining).max(0);\n }\n\n /// Heal hit points (can't exceed max).\n pub fn heal(&mut self, amount: i32) {\n self.current = (self.current + amount).min(self.max);\n }\n\n /// Add temporary hit points (doesn't stack).\n pub fn add_temp_hp(&mut self, amount: i32) {\n // Temp HP doesn't stack, take the higher value\n self.temp = self.temp.max(amount);\n }\n\n /// Check if at 0 HP.\n pub fn is_unconscious(&self) -> bool {\n self.current <= 0\n }\n\n /// Check if dead (massive damage rule simplified).\n pub fn is_dead(&self) -> bool {\n self.current <= -self.max\n }\n\n /// Get HP as a percentage.\n pub fn percentage(&self) -> f32 {\n if self.max <= 0 {\n 0.0\n } else {\n self.current as f32 / self.max as f32\n }\n }\n\n /// Get the hit dice expression.\n pub fn hit_dice(&self) -> Dice {\n Dice::simple(self.hit_dice_count, self.hit_die_type)\n }\n}\n\n/// Armor Class component.\n#[derive(Component, Debug, Clone, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct ArmorClass {\n /// Base AC (from armor or unarmored defense).\n pub base: i32,\n /// Bonus from shield.\n pub shield_bonus: i32,\n /// Bonus from magic items or spells.\n pub misc_bonus: i32,\n /// Whether wearing armor that grants stealth disadvantage.\n pub stealth_disadvantage: bool,\n}\n\nimpl Default for ArmorClass {\n fn default() -> Self {\n Self {\n base: 10,\n shield_bonus: 0,\n misc_bonus: 0,\n stealth_disadvantage: false,\n }\n }\n}\n\nimpl ArmorClass {\n /// Create AC from a specific value.\n pub fn new(base: i32) -> Self {\n Self {\n base,\n ..Default::default()\n }\n }\n\n /// Calculate AC from armor and DEX modifier.\n pub fn from_armor(armor: &Armor, dex_modifier: i32) -> Self {\n let data = armor.data();\n Self {\n base: armor.calculate_ac(dex_modifier),\n shield_bonus: 0,\n misc_bonus: 0,\n stealth_disadvantage: data.stealth_disadvantage,\n }\n }\n\n /// Add shield bonus.\n pub fn with_shield(mut self) -> Self {\n self.shield_bonus = 2;\n self\n }\n\n /// Add miscellaneous bonus.\n pub fn with_bonus(mut self, bonus: i32) -> Self {\n self.misc_bonus = bonus;\n self\n }\n\n /// Get total AC.\n pub fn total(&self) -> i32 {\n self.base + self.shield_bonus + self.misc_bonus\n }\n}\n\n/// D&D Skills component.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Skills {\n // STR skills\n pub athletics: SkillRank,\n\n // DEX skills\n pub acrobatics: SkillRank,\n pub sleight_of_hand: SkillRank,\n pub stealth: SkillRank,\n\n // INT skills\n pub arcana: SkillRank,\n pub history: SkillRank,\n pub investigation: SkillRank,\n pub nature: SkillRank,\n pub religion: SkillRank,\n\n // WIS skills\n pub animal_handling: SkillRank,\n pub insight: SkillRank,\n pub medicine: SkillRank,\n pub perception: SkillRank,\n pub survival: SkillRank,\n\n // CHA skills\n pub deception: SkillRank,\n pub intimidation: SkillRank,\n pub performance: SkillRank,\n pub persuasion: SkillRank,\n}\n\n/// Skill proficiency level.\n#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum SkillRank {\n #[default]\n None,\n Proficient,\n Expertise, // Double proficiency bonus\n}\n\nimpl SkillRank {\n /// Get the proficiency multiplier.\n pub fn multiplier(&self) -> i32 {\n match self {\n SkillRank::None => 0,\n SkillRank::Proficient => 1,\n SkillRank::Expertise => 2,\n }\n }\n}\n\n/// All skills and their governing abilities.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]\npub enum Skill {\n Athletics,\n Acrobatics,\n SleightOfHand,\n Stealth,\n Arcana,\n History,\n Investigation,\n Nature,\n Religion,\n AnimalHandling,\n Insight,\n Medicine,\n Perception,\n Survival,\n Deception,\n Intimidation,\n Performance,\n Persuasion,\n}\n\nimpl Skill {\n /// Get the ability that governs this skill.\n pub fn ability(&self) -> Ability {\n match self {\n Skill::Athletics => Ability::Strength,\n Skill::Acrobatics | Skill::SleightOfHand | Skill::Stealth => Ability::Dexterity,\n Skill::Arcana\n | Skill::History\n | Skill::Investigation\n | Skill::Nature\n | Skill::Religion => Ability::Intelligence,\n Skill::AnimalHandling\n | Skill::Insight\n | Skill::Medicine\n | Skill::Perception\n | Skill::Survival => Ability::Wisdom,\n Skill::Deception | Skill::Intimidation | Skill::Performance | Skill::Persuasion => {\n Ability::Charisma\n }\n }\n }\n}\n\nimpl Skills {\n /// Get the rank for a specific skill.\n pub fn get(&self, skill: Skill) -> SkillRank {\n match skill {\n Skill::Athletics => self.athletics,\n Skill::Acrobatics => self.acrobatics,\n Skill::SleightOfHand => self.sleight_of_hand,\n Skill::Stealth => self.stealth,\n Skill::Arcana => self.arcana,\n Skill::History => self.history,\n Skill::Investigation => self.investigation,\n Skill::Nature => self.nature,\n Skill::Religion => self.religion,\n Skill::AnimalHandling => self.animal_handling,\n Skill::Insight => self.insight,\n Skill::Medicine => self.medicine,\n Skill::Perception => self.perception,\n Skill::Survival => self.survival,\n Skill::Deception => self.deception,\n Skill::Intimidation => self.intimidation,\n Skill::Performance => self.performance,\n Skill::Persuasion => self.persuasion,\n }\n }\n\n /// Set the rank for a specific skill.\n pub fn set(&mut self, skill: Skill, rank: SkillRank) {\n match skill {\n Skill::Athletics => self.athletics = rank,\n Skill::Acrobatics => self.acrobatics = rank,\n Skill::SleightOfHand => self.sleight_of_hand = rank,\n Skill::Stealth => self.stealth = rank,\n Skill::Arcana => self.arcana = rank,\n Skill::History => self.history = rank,\n Skill::Investigation => self.investigation = rank,\n Skill::Nature => self.nature = rank,\n Skill::Religion => self.religion = rank,\n Skill::AnimalHandling => self.animal_handling = rank,\n Skill::Insight => self.insight = rank,\n Skill::Medicine => self.medicine = rank,\n Skill::Perception => self.perception = rank,\n Skill::Survival => self.survival = rank,\n Skill::Deception => self.deception = rank,\n Skill::Intimidation => self.intimidation = rank,\n Skill::Performance => self.performance = rank,\n Skill::Persuasion => self.persuasion = rank,\n }\n }\n\n /// Calculate skill modifier.\n pub fn modifier(\n &self,\n skill: Skill,\n ability_scores: &AbilityScores,\n proficiency_bonus: i32,\n ) -> i32 {\n let ability_mod = ability_scores.modifier(skill.ability());\n let prof_multiplier = self.get(skill).multiplier();\n ability_mod + (proficiency_bonus * prof_multiplier)\n }\n}\n\n/// Proficiency with weapons, armor, tools, and saving throws.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Proficiencies {\n // Weapon proficiencies\n pub simple_weapons: bool,\n pub martial_weapons: bool,\n pub specific_weapons: Vec<WeaponType>,\n\n // Armor proficiencies\n pub light_armor: bool,\n pub medium_armor: bool,\n pub heavy_armor: bool,\n pub shields: bool,\n\n // Saving throw proficiencies\n pub strength_save: bool,\n pub dexterity_save: bool,\n pub constitution_save: bool,\n pub intelligence_save: bool,\n pub wisdom_save: bool,\n pub charisma_save: bool,\n}\n\nimpl Proficiencies {\n /// Check if proficient with a weapon.\n pub fn is_weapon_proficient(&self, weapon: &Weapon) -> bool {\n let data = weapon.data();\n\n // Check specific weapon proficiency\n if self.specific_weapons.contains(&weapon.weapon_type) {\n return true;\n }\n\n // Check category proficiency\n match data.category {\n WeaponCategory::Simple => self.simple_weapons,\n WeaponCategory::Martial => self.martial_weapons,\n WeaponCategory::Improvised => false, // Never proficient with improvised\n }\n }\n\n /// Check if proficient with armor.\n pub fn is_armor_proficient(&self, armor: &Armor) -> bool {\n let data = armor.data();\n match data.category {\n ArmorCategory::Light => self.light_armor,\n ArmorCategory::Medium => self.medium_armor,\n ArmorCategory::Heavy => self.heavy_armor,\n ArmorCategory::Shield => self.shields,\n }\n }\n\n /// Check if proficient in a saving throw.\n pub fn has_save_proficiency(&self, ability: Ability) -> bool {\n match ability {\n Ability::Strength => self.strength_save,\n Ability::Dexterity => self.dexterity_save,\n Ability::Constitution => self.constitution_save,\n Ability::Intelligence => self.intelligence_save,\n Ability::Wisdom => self.wisdom_save,\n Ability::Charisma => self.charisma_save,\n }\n }\n\n /// Calculate saving throw modifier.\n pub fn save_modifier(\n &self,\n ability: Ability,\n ability_scores: &AbilityScores,\n proficiency_bonus: i32,\n ) -> i32 {\n let ability_mod = ability_scores.modifier(ability);\n if self.has_save_proficiency(ability) {\n ability_mod + proficiency_bonus\n } else {\n ability_mod\n }\n }\n}\n\n/// Equipment slots and inventory.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Equipment {\n /// Currently equipped armor (body slot).\n pub armor: Option<ArmorType>,\n /// Currently equipped shield (off-hand).\n pub shield: bool,\n /// Currently wielded weapon (main hand).\n pub main_hand: Option<WeaponType>,\n /// Off-hand weapon (for dual wielding).\n pub off_hand: Option<WeaponType>,\n}\n\nimpl Equipment {\n /// Check if wielding a shield.\n pub fn has_shield(&self) -> bool {\n self.shield\n }\n\n /// Check if dual wielding.\n pub fn is_dual_wielding(&self) -> bool {\n self.main_hand.is_some() && self.off_hand.is_some() && !self.shield\n }\n}\n\n/// Complete character sheet combining all D&D components.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct CharacterSheet {\n /// Character name.\n pub name: String,\n /// Character level.\n pub level: i32,\n /// Experience points (optional, for tracking).\n pub xp: i32,\n}\n\nimpl Default for CharacterSheet {\n fn default() -> Self {\n Self {\n name: \"Adventurer\".to_string(),\n level: 1,\n xp: 0,\n }\n }\n}\n\nimpl CharacterSheet {\n pub fn new(name: impl Into<String>, level: i32) -> Self {\n Self {\n name: name.into(),\n level,\n xp: 0,\n }\n }\n\n /// Get proficiency bonus based on level.\n pub fn proficiency_bonus(&self) -> i32 {\n proficiency_bonus(self.level)\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_proficiency_bonus() {\n assert_eq!(proficiency_bonus(1), 2);\n assert_eq!(proficiency_bonus(4), 2);\n assert_eq!(proficiency_bonus(5), 3);\n assert_eq!(proficiency_bonus(8), 3);\n assert_eq!(proficiency_bonus(9), 4);\n assert_eq!(proficiency_bonus(17), 6);\n assert_eq!(proficiency_bonus(20), 6);\n }\n\n #[test]\n fn test_hit_points() {\n let mut hp = HitPoints::new(20);\n assert_eq!(hp.current, 20);\n assert_eq!(hp.max, 20);\n\n hp.take_damage(5);\n assert_eq!(hp.current, 15);\n\n hp.heal(3);\n assert_eq!(hp.current, 18);\n\n hp.heal(100);\n assert_eq!(hp.current, 20); // Can't exceed max\n\n hp.add_temp_hp(10);\n hp.take_damage(5);\n assert_eq!(hp.temp, 5);\n assert_eq!(hp.current, 20);\n\n hp.take_damage(10);\n assert_eq!(hp.temp, 0);\n assert_eq!(hp.current, 15);\n }\n\n #[test]\n fn test_skill_modifier() {\n let scores = AbilityScores::new(10, 16, 10, 10, 14, 10);\n let mut skills = Skills::default();\n skills.set(Skill::Stealth, SkillRank::Proficient);\n\n // Unproficient perception: WIS mod only = +2\n assert_eq!(skills.modifier(Skill::Perception, &scores, 2), 2);\n\n // Proficient stealth: DEX mod + prof = +3 + 2 = +5\n assert_eq!(skills.modifier(Skill::Stealth, &scores, 2), 5);\n\n // Expertise would be +3 + (2 * 2) = +7\n skills.set(Skill::Stealth, SkillRank::Expertise);\n assert_eq!(skills.modifier(Skill::Stealth, &scores, 2), 7);\n }\n}\n"
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D&D ECS Components for character sheets and game entities.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse super::ability::{Ability, AbilityScores};\nuse super::armor::{Armor, ArmorCategory, ArmorType};\nuse super::dice::{Dice, DiceType};\nuse super::weapons::{Weapon, WeaponCategory, WeaponType};\n\n/// Plugin for D&D components.\npub fn plugin(app: &mut App) {\n app.register_type::<CharacterSheet>()\n .register_type::<ArmorClass>()\n .register_type::<HitPoints>()\n .register_type::<Proficiencies>()\n .register_type::<Skills>()\n .register_type::<Equipment>()\n .register_type::<Level>();\n}\n\n/// Proficiency bonus by character level.\npub fn proficiency_bonus(level: i32) -> i32 {\n match level {\n 1..=4 => 2,\n 5..=8 => 3,\n 9..=12 => 4,\n 13..=16 => 5,\n 17..=20 => 6,\n _ => 2,\n }\n}\n\n/// Character or monster level/CR.\n#[derive(Component, Debug, Clone, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Level {\n /// Character level (1-20) or monster CR as effective level.\n pub value: i32,\n}\n\nimpl Default for Level {\n fn default() -> Self {\n Self { value: 1 }\n }\n}\n\nimpl Level {\n pub fn new(value: i32) -> Self {\n Self { value }\n }\n\n /// Get the proficiency bonus for this level.\n pub fn proficiency_bonus(&self) -> i32 {\n proficiency_bonus(self.value)\n }\n}\n\n/// Hit Points component (D&D style with hit dice).\n#[derive(Component, Debug, Clone, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct HitPoints {\n /// Current hit points.\n pub current: i32,\n /// Maximum hit points.\n pub max: i32,\n /// Temporary hit points.\n pub temp: i32,\n /// Hit dice (e.g., \"2d8\" for 2 levels with d8 hit die).\n pub hit_dice_count: i32,\n /// Hit die type.\n pub hit_die_type: DiceType,\n /// Remaining hit dice for short rests.\n pub hit_dice_remaining: i32,\n}\n\nimpl Default for HitPoints {\n fn default() -> Self {\n Self {\n current: 10,\n max: 10,\n temp: 0,\n hit_dice_count: 1,\n hit_die_type: DiceType::D8,\n hit_dice_remaining: 1,\n }\n }\n}\n\nimpl HitPoints {\n /// Create hit points for a character with given max HP.\n pub fn new(max: i32) -> Self {\n Self {\n current: max,\n max,\n temp: 0,\n hit_dice_count: 1,\n hit_die_type: DiceType::D8,\n hit_dice_remaining: 1,\n }\n }\n\n /// Create hit points with hit dice info.\n pub fn with_hit_dice(mut self, count: i32, die_type: DiceType) -> Self {\n self.hit_dice_count = count;\n self.hit_die_type = die_type;\n self.hit_dice_remaining = count;\n self\n }\n\n /// Calculate starting HP: max hit die + CON modifier per level.\n pub fn calculate_for_level(level: i32, hit_die: DiceType, con_modifier: i32) -> Self {\n // First level: max hit die + CON\n // Each additional level: average + CON (or roll)\n let first_level_hp = hit_die.sides() + con_modifier;\n let per_level_avg = (hit_die.sides() / 2 + 1) + con_modifier;\n let additional_hp = (level - 1) * per_level_avg;\n let max_hp = (first_level_hp + additional_hp).max(1);\n\n Self {\n current: max_hp,\n max: max_hp,\n temp: 0,\n hit_dice_count: level,\n hit_die_type: hit_die,\n hit_dice_remaining: level,\n }\n }\n\n /// Take damage, consuming temp HP first.\n pub fn take_damage(&mut self, damage: i32) {\n let mut remaining = damage;\n\n // Temp HP absorbs first\n if self.temp > 0 {\n if self.temp >= remaining {\n self.temp -= remaining;\n return;\n } else {\n remaining -= self.temp;\n self.temp = 0;\n }\n }\n\n // Then current HP\n self.current = (self.current - remaining).max(0);\n }\n\n /// Heal hit points (can't exceed max).\n pub fn heal(&mut self, amount: i32) {\n self.current = (self.current + amount).min(self.max);\n }\n\n /// Add temporary hit points (doesn't stack).\n pub fn add_temp_hp(&mut self, amount: i32) {\n // Temp HP doesn't stack, take the higher value\n self.temp = self.temp.max(amount);\n }\n\n /// Check if at 0 HP.\n pub fn is_unconscious(&self) -> bool {\n self.current <= 0\n }\n\n /// Check if dead (massive damage rule simplified).\n pub fn is_dead(&self) -> bool {\n self.current <= -self.max\n }\n\n /// Get HP as a percentage.\n pub fn percentage(&self) -> f32 {\n if self.max <= 0 {\n 0.0\n } else {\n self.current as f32 / self.max as f32\n }\n }\n\n /// Get the hit dice expression.\n pub fn hit_dice(&self) -> Dice {\n Dice::simple(self.hit_dice_count, self.hit_die_type)\n }\n}\n\n/// Armor Class component.\n#[derive(Component, Debug, Clone, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct ArmorClass {\n /// Base AC (from armor or unarmored defense).\n pub base: i32,\n /// Bonus from shield.\n pub shield_bonus: i32,\n /// Bonus from magic items or spells.\n pub misc_bonus: i32,\n /// Whether wearing armor that grants stealth disadvantage.\n pub stealth_disadvantage: bool,\n}\n\nimpl Default for ArmorClass {\n fn default() -> Self {\n Self {\n base: 10,\n shield_bonus: 0,\n misc_bonus: 0,\n stealth_disadvantage: false,\n }\n }\n}\n\nimpl ArmorClass {\n /// Create AC from a specific value.\n pub fn new(base: i32) -> Self {\n Self {\n base,\n ..Default::default()\n }\n }\n\n /// Calculate AC from armor and DEX modifier.\n pub fn from_armor(armor: &Armor, dex_modifier: i32) -> Self {\n let data = armor.data();\n Self {\n base: armor.calculate_ac(dex_modifier),\n shield_bonus: 0,\n misc_bonus: 0,\n stealth_disadvantage: data.stealth_disadvantage,\n }\n }\n\n /// Add shield bonus.\n pub fn with_shield(mut self) -> Self {\n self.shield_bonus = 2;\n self\n }\n\n /// Add miscellaneous bonus.\n pub fn with_bonus(mut self, bonus: i32) -> Self {\n self.misc_bonus = bonus;\n self\n }\n\n /// Get total AC.\n pub fn total(&self) -> i32 {\n self.base + self.shield_bonus + self.misc_bonus\n }\n}\n\n/// D&D Skills component.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Skills {\n // STR skills\n pub athletics: SkillRank,\n\n // DEX skills\n pub acrobatics: SkillRank,\n pub sleight_of_hand: SkillRank,\n pub stealth: SkillRank,\n\n // INT skills\n pub arcana: SkillRank,\n pub history: SkillRank,\n pub investigation: SkillRank,\n pub nature: SkillRank,\n pub religion: SkillRank,\n\n // WIS skills\n pub animal_handling: SkillRank,\n pub insight: SkillRank,\n pub medicine: SkillRank,\n pub perception: SkillRank,\n pub survival: SkillRank,\n\n // CHA skills\n pub deception: SkillRank,\n pub intimidation: SkillRank,\n pub performance: SkillRank,\n pub persuasion: SkillRank,\n}\n\n/// Skill proficiency level.\n#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum SkillRank {\n #[default]\n None,\n Proficient,\n Expertise, // Double proficiency bonus\n}\n\nimpl SkillRank {\n /// Get the proficiency multiplier.\n pub fn multiplier(&self) -> i32 {\n match self {\n SkillRank::None => 0,\n SkillRank::Proficient => 1,\n SkillRank::Expertise => 2,\n }\n }\n}\n\n/// All skills and their governing abilities.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]\npub enum Skill {\n Athletics,\n Acrobatics,\n SleightOfHand,\n Stealth,\n Arcana,\n History,\n Investigation,\n Nature,\n Religion,\n AnimalHandling,\n Insight,\n Medicine,\n Perception,\n Survival,\n Deception,\n Intimidation,\n Performance,\n Persuasion,\n}\n\nimpl Skill {\n /// Get the ability that governs this skill.\n pub fn ability(&self) -> Ability {\n match self {\n Skill::Athletics => Ability::Strength,\n Skill::Acrobatics | Skill::SleightOfHand | Skill::Stealth => Ability::Dexterity,\n Skill::Arcana\n | Skill::History\n | Skill::Investigation\n | Skill::Nature\n | Skill::Religion => Ability::Intelligence,\n Skill::AnimalHandling\n | Skill::Insight\n | Skill::Medicine\n | Skill::Perception\n | Skill::Survival => Ability::Wisdom,\n Skill::Deception | Skill::Intimidation | Skill::Performance | Skill::Persuasion => {\n Ability::Charisma\n }\n }\n }\n}\n\nimpl Skills {\n /// Get the rank for a specific skill.\n pub fn get(&self, skill: Skill) -> SkillRank {\n match skill {\n Skill::Athletics => self.athletics,\n Skill::Acrobatics => self.acrobatics,\n Skill::SleightOfHand => self.sleight_of_hand,\n Skill::Stealth => self.stealth,\n Skill::Arcana => self.arcana,\n Skill::History => self.history,\n Skill::Investigation => self.investigation,\n Skill::Nature => self.nature,\n Skill::Religion => self.religion,\n Skill::AnimalHandling => self.animal_handling,\n Skill::Insight => self.insight,\n Skill::Medicine => self.medicine,\n Skill::Perception => self.perception,\n Skill::Survival => self.survival,\n Skill::Deception => self.deception,\n Skill::Intimidation => self.intimidation,\n Skill::Performance => self.performance,\n Skill::Persuasion => self.persuasion,\n }\n }\n\n /// Set the rank for a specific skill.\n pub fn set(&mut self, skill: Skill, rank: SkillRank) {\n match skill {\n Skill::Athletics => self.athletics = rank,\n Skill::Acrobatics => self.acrobatics = rank,\n Skill::SleightOfHand => self.sleight_of_hand = rank,\n Skill::Stealth => self.stealth = rank,\n Skill::Arcana => self.arcana = rank,\n Skill::History => self.history = rank,\n Skill::Investigation => self.investigation = rank,\n Skill::Nature => self.nature = rank,\n Skill::Religion => self.religion = rank,\n Skill::AnimalHandling => self.animal_handling = rank,\n Skill::Insight => self.insight = rank,\n Skill::Medicine => self.medicine = rank,\n Skill::Perception => self.perception = rank,\n Skill::Survival => self.survival = rank,\n Skill::Deception => self.deception = rank,\n Skill::Intimidation => self.intimidation = rank,\n Skill::Performance => self.performance = rank,\n Skill::Persuasion => self.persuasion = rank,\n }\n }\n\n /// Calculate skill modifier.\n pub fn modifier(\n &self,\n skill: Skill,\n ability_scores: &AbilityScores,\n proficiency_bonus: i32,\n ) -> i32 {\n let ability_mod = ability_scores.modifier(skill.ability());\n let prof_multiplier = self.get(skill).multiplier();\n ability_mod + (proficiency_bonus * prof_multiplier)\n }\n}\n\n/// Proficiency with weapons, armor, tools, and saving throws.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Proficiencies {\n // Weapon proficiencies\n pub simple_weapons: bool,\n pub martial_weapons: bool,\n pub specific_weapons: Vec<WeaponType>,\n\n // Armor proficiencies\n pub light_armor: bool,\n pub medium_armor: bool,\n pub heavy_armor: bool,\n pub shields: bool,\n\n // Saving throw proficiencies\n pub strength_save: bool,\n pub dexterity_save: bool,\n pub constitution_save: bool,\n pub intelligence_save: bool,\n pub wisdom_save: bool,\n pub charisma_save: bool,\n}\n\nimpl Proficiencies {\n /// Check if proficient with a weapon.\n pub fn is_weapon_proficient(&self, weapon: &Weapon) -> bool {\n let data = weapon.data();\n\n // Check specific weapon proficiency\n if self.specific_weapons.contains(&weapon.weapon_type) {\n return true;\n }\n\n // Check category proficiency\n match data.category {\n WeaponCategory::Simple => self.simple_weapons,\n WeaponCategory::Martial => self.martial_weapons,\n WeaponCategory::Improvised => false, // Never proficient with improvised\n }\n }\n\n /// Check if proficient with armor.\n pub fn is_armor_proficient(&self, armor: &Armor) -> bool {\n let data = armor.data();\n match data.category {\n ArmorCategory::Light => self.light_armor,\n ArmorCategory::Medium => self.medium_armor,\n ArmorCategory::Heavy => self.heavy_armor,\n ArmorCategory::Shield => self.shields,\n }\n }\n\n /// Check if proficient in a saving throw.\n pub fn has_save_proficiency(&self, ability: Ability) -> bool {\n match ability {\n Ability::Strength => self.strength_save,\n Ability::Dexterity => self.dexterity_save,\n Ability::Constitution => self.constitution_save,\n Ability::Intelligence => self.intelligence_save,\n Ability::Wisdom => self.wisdom_save,\n Ability::Charisma => self.charisma_save,\n }\n }\n\n /// Calculate saving throw modifier.\n pub fn save_modifier(\n &self,\n ability: Ability,\n ability_scores: &AbilityScores,\n proficiency_bonus: i32,\n ) -> i32 {\n let ability_mod = ability_scores.modifier(ability);\n if self.has_save_proficiency(ability) {\n ability_mod + proficiency_bonus\n } else {\n ability_mod\n }\n }\n}\n\n/// Equipment slots and inventory.\n#[derive(Component, Debug, Clone, Default, Reflect, Serialize, Deserialize)]\n#[reflect(Component)]\npub struct Equipment {\n /// Currently equipped armor (body slot).\n pub armor: Option<ArmorType>,\n /// Currently equipped shield (off-hand).\n pub shield: bool,\n /// Currently wielded weapon (main hand).\n pub main_hand: Option<WeaponType>,\n /// Off-hand weapon (for dual wielding).\n pub off_hand: Option<WeaponType>,\n}\n\nimpl Equipment {\n /// Check if wielding a shield.\n pub fn has_shield(&self) -> bool {\n self.shield\n }\n\n /// Check if dual wielding.\n pub fn is_dual_wielding(&self) -> bool {\n self.main_hand.is_some() && self.off_hand.is_some() && !self.shield\n }\n}\n\n/// Complete character sheet combining all D&D components.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct CharacterSheet {\n /// Character name.\n pub name: String,\n /// Character level.\n pub level: i32,\n /// Experience points (optional, for tracking).\n pub xp: i32,\n}\n\nimpl Default for CharacterSheet {\n fn default() -> Self {\n Self {\n name: \"Adventurer\".to_string(),\n level: 1,\n xp: 0,\n }\n }\n}\n\nimpl CharacterSheet {\n pub fn new(name: impl Into<String>, level: i32) -> Self {\n Self {\n name: name.into(),\n level,\n xp: 0,\n }\n }\n\n /// Get proficiency bonus based on level.\n pub fn proficiency_bonus(&self) -> i32 {\n proficiency_bonus(self.level)\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_proficiency_bonus() {\n assert_eq!(proficiency_bonus(1), 2);\n assert_eq!(proficiency_bonus(4), 2);\n assert_eq!(proficiency_bonus(5), 3);\n assert_eq!(proficiency_bonus(8), 3);\n assert_eq!(proficiency_bonus(9), 4);\n assert_eq!(proficiency_bonus(17), 6);\n assert_eq!(proficiency_bonus(20), 6);\n }\n\n #[test]\n fn test_hit_points() {\n let mut hp = HitPoints::new(20);\n assert_eq!(hp.current, 20);\n assert_eq!(hp.max, 20);\n\n hp.take_damage(5);\n assert_eq!(hp.current, 15);\n\n hp.heal(3);\n assert_eq!(hp.current, 18);\n\n hp.heal(100);\n assert_eq!(hp.current, 20); // Can't exceed max\n\n hp.add_temp_hp(10);\n hp.take_damage(5);\n assert_eq!(hp.temp, 5);\n assert_eq!(hp.current, 20);\n\n hp.take_damage(10);\n assert_eq!(hp.temp, 0);\n assert_eq!(hp.current, 15);\n }\n\n #[test]\n fn test_skill_modifier() {\n let scores = AbilityScores::new(10, 16, 10, 10, 14, 10);\n let mut skills = Skills::default();\n skills.set(Skill::Stealth, SkillRank::Proficient);\n\n // Unproficient perception: WIS mod only = +2\n assert_eq!(skills.modifier(Skill::Perception, &scores, 2), 2);\n\n // Proficient stealth: DEX mod + prof = +3 + 2 = +5\n assert_eq!(skills.modifier(Skill::Stealth, &scores, 2), 5);\n\n // Expertise would be +3 + (2 * 2) = +7\n skills.set(Skill::Stealth, SkillRank::Expertise);\n assert_eq!(skills.modifier(Skill::Stealth, &scores, 2), 7);\n }\n}\n",
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"content": "//! D&D 5e Combat System.\n//!\n//! Implements combat mechanics including:\n//! - Attack rolls (d20 + modifiers vs AC)\n//! - Damage rolls\n//! - Critical hits\n//! - Advantage/Disadvantage\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse super::ability::{Ability, AbilityScores};\nuse super::components::{ArmorClass, HitPoints, Level, Proficiencies};\nuse super::dice::{Dice, DiceRoll, DiceRoller, DiceType};\nuse super::weapons::{DamageType, Weapon, WeaponProperty};\n\n/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_event::<AttackEvent>()\n .add_event::<DamageEvent>()\n .add_systems(Update, process_attacks);\n}\n\n/// Event for initiating an attack.\n#[derive(Event, Debug, Clone)]\npub struct AttackEvent {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}\n\n/// Advantage/disadvantage state.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]\npub enum AttackModifier {\n #[default]\n Normal,\n Advantage,\n Disadvantage,\n}\n\nuse super::weapons::WeaponType;\n\n/// Event for applying damage.\n#[derive(Event, Debug, Clone)]\npub struct DamageEvent {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}\n\n/// Result of an attack roll.\n#[derive(Debug, Clone)]\npub struct AttackResult {\n /// The d20 roll.\n pub attack_roll: DiceRoll,\n /// Total attack bonus applied.\n pub attack_bonus: i32,\n /// Final attack total.\n pub total: i32,\n /// Target's AC.\n pub target_ac: i32,\n /// Whether the attack hit.\n pub hit: bool,\n /// Whether this was a critical hit (natural 20).\n pub critical: bool,\n /// Whether this was a critical miss (natural 1).\n pub fumble: bool,\n /// Damage roll (if hit).\n pub damage: Option<DiceRoll>,\n /// Total damage dealt.\n pub damage_total: i32,\n /// Type of damage.\n pub damage_type: DamageType,\n}\n\nimpl AttackResult {\n /// Create a miss result.\n pub fn miss(attack_roll: DiceRoll, attack_bonus: i32, target_ac: i32) -> Self {\n let total = attack_roll.total + attack_bonus;\n let fumble = attack_roll.is_natural_1();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: false,\n critical: false,\n fumble,\n damage: None,\n damage_total: 0,\n damage_type: DamageType::Bludgeoning,\n }\n }\n\n /// Create a hit result.\n pub fn hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n let critical = attack_roll.is_natural_20();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Create a critical hit result.\n pub fn critical_hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical: true,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Get a description of the result.\n pub fn description(&self) -> String {\n if self.fumble {\n \"Critical miss!\".to_string()\n } else if self.critical {\n format!(\n \"Critical hit! {} {} damage!\",\n self.damage_total,\n self.damage_type.name()\n )\n } else if self.hit {\n format!(\n \"Hit for {} {} damage.\",\n self.damage_total,\n self.damage_type.name()\n )\n } else {\n format!(\n \"Miss. ({} vs AC {})\",\n self.total, self.target_ac\n )\n }\n }\n}\n\n/// Calculate attack bonus for a weapon attack.\npub fn calculate_attack_bonus(\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n let ability_mod = ability_scores.modifier(ability);\n\n // Add proficiency if proficient\n let prof_bonus = if proficiencies.is_weapon_proficient(weapon) {\n level.proficiency_bonus()\n } else {\n 0\n };\n\n // Add magic bonus\n ability_mod + prof_bonus + weapon.magic_bonus\n}\n\n/// Calculate damage bonus for a weapon attack.\npub fn calculate_damage_bonus(ability_scores: &AbilityScores, weapon: &Weapon) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n ability_scores.modifier(ability) + weapon.magic_bonus\n}\n\n/// Perform a weapon attack.\npub fn make_attack(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n target_ac: i32,\n modifier: AttackModifier,\n) -> AttackResult {\n let attack_bonus = calculate_attack_bonus(ability_scores, proficiencies, level, weapon);\n\n // Roll d20 with advantage/disadvantage\n let attack_roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n // Natural 1 always misses\n if attack_roll.is_natural_1() {\n return AttackResult::miss(attack_roll, attack_bonus, target_ac);\n }\n\n // Natural 20 always hits and is a critical\n let is_critical = attack_roll.is_natural_20();\n let total = attack_roll.total + attack_bonus;\n\n if is_critical || total >= target_ac {\n // Hit - roll damage\n let data = weapon.data();\n let damage_bonus = calculate_damage_bonus(ability_scores, weapon);\n\n let damage_dice = if is_critical {\n // Critical: double the dice\n Dice::new(\n data.damage.count * 2,\n data.damage.die_type,\n damage_bonus,\n )\n } else {\n Dice::new(data.damage.count, data.damage.die_type, damage_bonus)\n };\n\n let damage_roll = dice_roller.roll(&damage_dice);\n\n if is_critical {\n AttackResult::critical_hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n } else {\n AttackResult::hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n }\n } else {\n AttackResult::miss(attack_roll, attack_bonus, target_ac)\n }\n}\n\n/// Calculate saving throw DC based on ability.\npub fn calculate_save_dc(ability_scores: &AbilityScores, level: &Level, ability: Ability) -> i32 {\n 8 + level.proficiency_bonus() + ability_scores.modifier(ability)\n}\n\n/// Perform a saving throw.\npub fn make_saving_throw(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n ability: Ability,\n dc: i32,\n modifier: AttackModifier,\n) -> (DiceRoll, bool) {\n // Roll d20 with advantage/disadvantage\n let roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n let save_bonus = proficiencies.save_modifier(ability, ability_scores, level.proficiency_bonus());\n let total = roll.total + save_bonus;\n\n (roll, total >= dc)\n}\n\n/// Process attack events.\nfn process_attacks(\n mut attack_events: EventReader<AttackEvent>,\n mut damage_events: EventWriter<DamageEvent>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for event in attack_events.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(event.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(event.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = event.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n event.advantage,\n );\n\n if result.hit {\n damage_events.send(DamageEvent {\n target: event.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(event.attacker),\n is_critical: result.critical,\n });\n }\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_attack_bonus_calculation() {\n let scores = AbilityScores::new(16, 14, 10, 10, 10, 10); // +3 STR, +2 DEX\n let mut profs = Proficiencies::default();\n profs.martial_weapons = true;\n let level = Level::new(5); // +3 proficiency\n\n // Longsword (STR weapon, martial)\n let longsword = Weapon::new(WeaponType::Longsword);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &longsword);\n assert_eq!(bonus, 6); // +3 STR + 3 prof\n\n // Rapier (finesse weapon, uses DEX if higher)\n let rapier = Weapon::new(WeaponType::Rapier);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &rapier);\n assert_eq!(bonus, 6); // Uses STR (+3) since it's higher than DEX (+2)\n\n // Test with higher DEX\n let dex_scores = AbilityScores::new(10, 18, 10, 10, 10, 10); // +0 STR, +4 DEX\n let bonus = calculate_attack_bonus(&dex_scores, &profs, &level, &rapier);\n assert_eq!(bonus, 7); // +4 DEX + 3 prof\n }\n\n #[test]\n fn test_save_dc() {\n let scores = AbilityScores::new(10, 10, 14, 16, 10, 10); // +3 INT\n let level = Level::new(5); // +3 prof\n\n let dc = calculate_save_dc(&scores, &level, Ability::Intelligence);\n assert_eq!(dc, 14); // 8 + 3 prof + 3 INT\n }\n}\n"
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"content": "//! D&D 5e Combat System.\n//!\n//! Implements combat mechanics including:\n//! - Attack rolls (d20 + modifiers vs AC)\n//! - Damage rolls\n//! - Critical hits\n//! - Advantage/Disadvantage\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse super::ability::{Ability, AbilityScores};\nuse super::components::{ArmorClass, HitPoints, Level, Proficiencies};\nuse super::dice::{Dice, DiceRoll, DiceRoller, DiceType};\nuse super::weapons::{DamageType, Weapon, WeaponProperty};\n\n/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_event::<AttackEvent>()\n .add_event::<DamageEvent>()\n .add_systems(Update, process_attacks);\n}\n\n/// Event for initiating an attack.\n#[derive(Event, Debug, Clone)]\npub struct AttackEvent {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}\n\n/// Advantage/disadvantage state.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]\npub enum AttackModifier {\n #[default]\n Normal,\n Advantage,\n Disadvantage,\n}\n\nuse super::weapons::WeaponType;\n\n/// Event for applying damage.\n#[derive(Event, Debug, Clone)]\npub struct DamageEvent {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}\n\n/// Result of an attack roll.\n#[derive(Debug, Clone)]\npub struct AttackResult {\n /// The d20 roll.\n pub attack_roll: DiceRoll,\n /// Total attack bonus applied.\n pub attack_bonus: i32,\n /// Final attack total.\n pub total: i32,\n /// Target's AC.\n pub target_ac: i32,\n /// Whether the attack hit.\n pub hit: bool,\n /// Whether this was a critical hit (natural 20).\n pub critical: bool,\n /// Whether this was a critical miss (natural 1).\n pub fumble: bool,\n /// Damage roll (if hit).\n pub damage: Option<DiceRoll>,\n /// Total damage dealt.\n pub damage_total: i32,\n /// Type of damage.\n pub damage_type: DamageType,\n}\n\nimpl AttackResult {\n /// Create a miss result.\n pub fn miss(attack_roll: DiceRoll, attack_bonus: i32, target_ac: i32) -> Self {\n let total = attack_roll.total + attack_bonus;\n let fumble = attack_roll.is_natural_1();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: false,\n critical: false,\n fumble,\n damage: None,\n damage_total: 0,\n damage_type: DamageType::Bludgeoning,\n }\n }\n\n /// Create a hit result.\n pub fn hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n let critical = attack_roll.is_natural_20();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Create a critical hit result.\n pub fn critical_hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical: true,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Get a description of the result.\n pub fn description(&self) -> String {\n if self.fumble {\n \"Critical miss!\".to_string()\n } else if self.critical {\n format!(\n \"Critical hit! {} {} damage!\",\n self.damage_total,\n self.damage_type.name()\n )\n } else if self.hit {\n format!(\n \"Hit for {} {} damage.\",\n self.damage_total,\n self.damage_type.name()\n )\n } else {\n format!(\n \"Miss. ({} vs AC {})\",\n self.total, self.target_ac\n )\n }\n }\n}\n\n/// Calculate attack bonus for a weapon attack.\npub fn calculate_attack_bonus(\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n let ability_mod = ability_scores.modifier(ability);\n\n // Add proficiency if proficient\n let prof_bonus = if proficiencies.is_weapon_proficient(weapon) {\n level.proficiency_bonus()\n } else {\n 0\n };\n\n // Add magic bonus\n ability_mod + prof_bonus + weapon.magic_bonus\n}\n\n/// Calculate damage bonus for a weapon attack.\npub fn calculate_damage_bonus(ability_scores: &AbilityScores, weapon: &Weapon) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n ability_scores.modifier(ability) + weapon.magic_bonus\n}\n\n/// Perform a weapon attack.\npub fn make_attack(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n target_ac: i32,\n modifier: AttackModifier,\n) -> AttackResult {\n let attack_bonus = calculate_attack_bonus(ability_scores, proficiencies, level, weapon);\n\n // Roll d20 with advantage/disadvantage\n let attack_roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n // Natural 1 always misses\n if attack_roll.is_natural_1() {\n return AttackResult::miss(attack_roll, attack_bonus, target_ac);\n }\n\n // Natural 20 always hits and is a critical\n let is_critical = attack_roll.is_natural_20();\n let total = attack_roll.total + attack_bonus;\n\n if is_critical || total >= target_ac {\n // Hit - roll damage\n let data = weapon.data();\n let damage_bonus = calculate_damage_bonus(ability_scores, weapon);\n\n let damage_dice = if is_critical {\n // Critical: double the dice\n Dice::new(\n data.damage.count * 2,\n data.damage.die_type,\n damage_bonus,\n )\n } else {\n Dice::new(data.damage.count, data.damage.die_type, damage_bonus)\n };\n\n let damage_roll = dice_roller.roll(&damage_dice);\n\n if is_critical {\n AttackResult::critical_hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n } else {\n AttackResult::hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n }\n } else {\n AttackResult::miss(attack_roll, attack_bonus, target_ac)\n }\n}\n\n/// Calculate saving throw DC based on ability.\npub fn calculate_save_dc(ability_scores: &AbilityScores, level: &Level, ability: Ability) -> i32 {\n 8 + level.proficiency_bonus() + ability_scores.modifier(ability)\n}\n\n/// Perform a saving throw.\npub fn make_saving_throw(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n ability: Ability,\n dc: i32,\n modifier: AttackModifier,\n) -> (DiceRoll, bool) {\n // Roll d20 with advantage/disadvantage\n let roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n let save_bonus = proficiencies.save_modifier(ability, ability_scores, level.proficiency_bonus());\n let total = roll.total + save_bonus;\n\n (roll, total >= dc)\n}\n\n/// Process attack events.\nfn process_attacks(\n mut attack_events: EventReader<AttackEvent>,\n mut damage_events: EventWriter<DamageEvent>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for event in attack_events.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(event.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(event.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = event.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n event.advantage,\n );\n\n if result.hit {\n damage_events.send(DamageEvent {\n target: event.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(event.attacker),\n is_critical: result.critical,\n });\n }\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_attack_bonus_calculation() {\n let scores = AbilityScores::new(16, 14, 10, 10, 10, 10); // +3 STR, +2 DEX\n let mut profs = Proficiencies::default();\n profs.martial_weapons = true;\n let level = Level::new(5); // +3 proficiency\n\n // Longsword (STR weapon, martial)\n let longsword = Weapon::new(WeaponType::Longsword);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &longsword);\n assert_eq!(bonus, 6); // +3 STR + 3 prof\n\n // Rapier (finesse weapon, uses DEX if higher)\n let rapier = Weapon::new(WeaponType::Rapier);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &rapier);\n assert_eq!(bonus, 6); // Uses STR (+3) since it's higher than DEX (+2)\n\n // Test with higher DEX\n let dex_scores = AbilityScores::new(10, 18, 10, 10, 10, 10); // +0 STR, +4 DEX\n let bonus = calculate_attack_bonus(&dex_scores, &profs, &level, &rapier);\n assert_eq!(bonus, 7); // +4 DEX + 3 prof\n }\n\n #[test]\n fn test_save_dc() {\n let scores = AbilityScores::new(10, 10, 14, 16, 10, 10); // +3 INT\n let level = Level::new(5); // +3 prof\n\n let dc = calculate_save_dc(&scores, &level, Ability::Intelligence);\n assert_eq!(dc, 14); // 8 + 3 prof + 3 INT\n }\n}\n",
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[2025-12-08T00:02:52.384Z] [INFO] {"type":"assistant","message":{"model":"claude-opus-4-5-20251101","id":"msg_01Ufuj6kHTnbyokTx86Qw8hg","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_016TizrcbcdEvLvcFTtJBLqr","name":"Write","input":{"file_path":"/tmp/gh-issue-solver-1765151501447/src/dnd/monsters.rs","content":"//! D&D 5e Monster Templates.\n//!\n//! Provides SRD monster stat blocks that can be used as templates\n//! for spawning monsters. The AI \"Flavor Engine\" can customize\n//! names and descriptions while the mechanical stats remain fixed.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse super::ability::AbilityScores;\nuse super::armor::ArmorType;\nuse super::components::{ArmorClass, HitPoints, Level, Proficiencies, Skills};\nuse super::dice::{Dice, DiceType};\nuse super::weapons::{DamageType, WeaponType};\n\n/// Plugin for monster systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<MonsterDatabase>()\n .register_type::<MonsterTemplate>();\n}\n\n/// Challenge Rating for monsters.\n#[derive(Debug, Clone, Copy, PartialEq, Reflect, Serialize, Deserialize)]\npub enum ChallengeRating {\n Zero,\n Eighth, // 1/8\n Quarter, // 1/4\n Half, // 1/2\n One,\n Two,\n Three,\n Four,\n Five,\n Six,\n Seven,\n Eight,\n Nine,\n Ten,\n // Higher CRs can be added as needed\n}\n\nimpl ChallengeRating {\n /// Get the XP value for this CR.\n pub fn xp(&self) -> i32 {\n match self {\n ChallengeRating::Zero => 0,\n ChallengeRating::Eighth => 25,\n ChallengeRating::Quarter => 50,\n ChallengeRating::Half => 100,\n ChallengeRating::One => 200,\n ChallengeRating::Two => 450,\n ChallengeRating::Three => 700,\n ChallengeRating::Four => 1100,\n ChallengeRating::Five => 1800,\n ChallengeRating::Six => 2300,\n ChallengeRating::Seven => 2900,\n ChallengeRating::Eight => 3900,\n ChallengeRating::Nine => 5000,\n ChallengeRating::Ten => 5900,\n }\n }\n\n /// Get the proficiency bonus for this CR.\n pub fn proficiency_bonus(&self) -> i32 {\n match self {\n ChallengeRating::Zero\n | ChallengeRating::Eighth\n | ChallengeRating::Quarter\n | ChallengeRating::Half\n | ChallengeRating::One\n | ChallengeRating::Two\n | ChallengeRating::Three\n | ChallengeRating::Four => 2,\n ChallengeRating::Five\n | ChallengeRating::Six\n | ChallengeRating::Seven\n | ChallengeRating::Eight => 3,\n ChallengeRating::Nine | ChallengeRating::Ten => 4,\n }\n }\n\n /// Display string for the CR.\n pub fn display(&self) -> &'static str {\n match self {\n ChallengeRating::Zero => \"0\",\n ChallengeRating::Eighth => \"1/8\",\n ChallengeRating::Quarter => \"1/4\",\n ChallengeRating::Half => \"1/2\",\n ChallengeRating::One => \"1\",\n ChallengeRating::Two => \"2\",\n ChallengeRating::Three => \"3\",\n ChallengeRating::Four => \"4\",\n ChallengeRating::Five => \"5\",\n ChallengeRating::Six => \"6\",\n ChallengeRating::Seven => \"7\",\n ChallengeRating::Eight => \"8\",\n ChallengeRating::Nine => \"9\",\n ChallengeRating::Ten => \"10\",\n }\n }\n}\n\n/// Size category for creatures.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize, Default)]\npub enum CreatureSize {\n Tiny,\n Small,\n #[default]\n Medium,\n Large,\n Huge,\n Gargantuan,\n}\n\nimpl CreatureSize {\n /// Get the hit die type for this size.\n pub fn hit_die(&self) -> DiceType {\n match self {\n CreatureSize::Tiny => DiceType::D4,\n CreatureSize::Small => DiceType::D6,\n CreatureSize::Medium => DiceType::D8,\n CreatureSize::Large => DiceType::D10,\n CreatureSize::Huge => DiceType::D12,\n CreatureSize::Gargantuan => DiceType::D20,\n }\n }\n}\n\n/// Creature type (for damage resistances/immunities).\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum CreatureType {\n Aberration,\n Beast,\n Celestial,\n Construct,\n Dragon,\n Elemental,\n Fey,\n Fiend,\n Giant,\n Humanoid,\n Monstrosity,\n Ooze,\n Plant,\n Undead,\n}\n\n/// Known monster types from the SRD.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum MonsterType {\n // CR 1/4\n Skeleton,\n Zombie,\n Goblin,\n Kobold,\n // CR 1/2\n Orc,\n Hobgoblin,\n // CR 1\n Ghoul,\n Bugbear,\n // CR 2\n Ogre,\n Ghast,\n // Higher CR\n Troll,\n Wraith,\n // Demons (various CR)\n Imp,\n Quasit,\n}\n\n/// Template for spawning a monster with SRD stats.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct MonsterTemplate {\n /// Base monster type.\n pub monster_type: MonsterType,\n /// AI-generated custom name (e.g., \"Snaggletooth the Rotting\").\n pub custom_name: Option<String>,\n /// AI-generated visual description.\n pub visual_description: Option<String>,\n /// AI-generated weapon flavor (e.g., \"Rusted Pickaxe\").\n pub weapon_flavor: Option<String>,\n /// AI-generated armor flavor (e.g., \"Moldy Leather Armor\").\n pub armor_flavor: Option<String>,\n}\n\nimpl MonsterTemplate {\n /// Create a new monster template.\n pub fn new(monster_type: MonsterType) -> Self {\n Self {\n monster_type,\n custom_name: None,\n visual_description: None,\n weapon_flavor: None,\n armor_flavor: None,\n }\n }\n\n /// Set a custom name.\n pub fn with_name(mut self, name: impl Into<String>) -> Self {\n self.custom_name = Some(name.into());\n self\n }\n\n /// Set a visual description.\n pub fn with_description(mut self, desc: impl Into<String>) -> Self {\n self.visual_description = Some(desc.into());\n self\n }\n\n /// Get the display name (custom or default).\n pub fn display_name(&self) -> String {\n if let Some(ref name) = self.custom_name {\n name.clone()\n } else {\n self.monster_type.data().name.to_string()\n }\n }\n\n /// Get the base monster data.\n pub fn data(&self) -> &'static MonsterData {\n self.monster_type.data()\n }\n}\n\n/// Static monster data from the SRD.\n#[derive(Debug, Clone)]\npub struct MonsterData {\n pub name: &'static str,\n pub size: CreatureSize,\n pub creature_type: CreatureType,\n pub challenge_rating: ChallengeRating,\n pub ability_scores: AbilityScores,\n pub armor_class: i32,\n pub armor_type: Option<ArmorType>,\n pub hit_dice: Dice,\n pub speed: i32,\n pub primary_weapon: WeaponType,\n pub damage_vulnerabilities: &'static [DamageType],\n pub damage_resistances: &'static [DamageType],\n pub damage_immunities: &'static [DamageType],\n pub darkvision: i32,\n pub passive_perception: i32,\n}\n\nimpl MonsterType {\n /// Get the SRD data for this monster type.\n pub fn data(&self) -> &'static MonsterData {\n match self {\n MonsterType::Skeleton => &SKELETON,\n MonsterType::Zombie => &ZOMBIE,\n MonsterType::Goblin => &GOBLIN,\n MonsterType::Kobold => &KOBOLD,\n MonsterType::Orc => &ORC,\n MonsterType::Hobgoblin => &HOBGOBLIN,\n MonsterType::Ghoul => &GHOUL,\n MonsterType::Bugbear => &BUGBEAR,\n MonsterType::Ogre => &OGRE,\n MonsterType::Ghast => &GHAST,\n MonsterType::Troll => &TROLL,\n MonsterType::Wraith => &WRAITH,\n MonsterType::Imp => &IMP,\n MonsterType::Quasit => &QUASIT,\n }\n }\n\n /// Get a glyph for TUI rendering.\n pub fn glyph(&self) -> char {\n match self {\n MonsterType::Skeleton => 's',\n MonsterType::Zombie => 'Z',\n MonsterType::Goblin => 'g',\n MonsterType::Kobold => 'k',\n MonsterType::Orc => 'o',\n MonsterType::Hobgoblin => 'H',\n MonsterType::Ghoul => 'G',\n MonsterType::Bugbear => 'B',\n MonsterType::Ogre => 'O',\n MonsterType::Ghast => 'G',\n MonsterType::Troll => 'T',\n MonsterType::Wraith => 'W',\n MonsterType::Imp => 'i',\n MonsterType::Quasit => 'q',\n }\n }\n}\n\n// SRD Monster Stat Blocks\n\nstatic SKELETON: MonsterData = MonsterData {\n name: \"Skeleton\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Quarter,\n ability_scores: AbilityScores {\n strength: 10,\n dexterity: 14,\n constitution: 15,\n intelligence: 6,\n wisdom: 8,\n charisma: 5,\n },\n armor_class: 13,\n armor_type: None, // Armor scraps\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D8,\n modifier: 4, // 2 * CON mod (+2)\n },\n speed: 30,\n primary_weapon: WeaponType::Shortsword,\n damage_vulnerabilities: &[DamageType::Bludgeoning],\n damage_resistances: &[],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 9,\n};\n\nstatic ZOMBIE: MonsterData = MonsterData {\n name: \"Zombie\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Quarter,\n ability_scores: AbilityScores {\n strength: 13,\n dexterity: 6,\n constitution: 16,\n intelligence: 3,\n wisdom: 6,\n charisma: 5,\n },\n armor_class: 8,\n armor_type: None,\n hit_dice: Dice {\n count: 3,\n die_type: DiceType::D8,\n modifier: 9, // 3 * CON mod (+3)\n },\n speed: 20,\n primary_weapon: WeaponType::Unarmed, // Slam attack\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 8,\n};\n\nstatic GOBLIN: MonsterData = MonsterData {\n name: \"Goblin\",\n size: CreatureSize::Small,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Quarter,\n ability_scores: AbilityScores {\n strength: 8,\n dexterity: 14,\n constitution: 10,\n intelligence: 10,\n wisdom: 8,\n charisma: 8,\n },\n armor_class: 15, // Leather armor + shield\n armor_type: Some(ArmorType::Leather),\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D6,\n modifier: 0,\n },\n speed: 30,\n primary_weapon: WeaponType::Scimitar,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 9,\n};\n\nstatic KOBOLD: MonsterData = MonsterData {\n name: \"Kobold\",\n size: CreatureSize::Small,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Eighth,\n ability_scores: AbilityScores {\n strength: 7,\n dexterity: 15,\n constitution: 9,\n intelligence: 8,\n wisdom: 7,\n charisma: 8,\n },\n armor_class: 12,\n armor_type: None,\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D6,\n modifier: -2,\n },\n speed: 30,\n primary_weapon: WeaponType::Dagger,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 8,\n};\n\nstatic ORC: MonsterData = MonsterData {\n name: \"Orc\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Half,\n ability_scores: AbilityScores {\n strength: 16,\n dexterity: 12,\n constitution: 16,\n intelligence: 7,\n wisdom: 11,\n charisma: 10,\n },\n armor_class: 13, // Hide armor\n armor_type: Some(ArmorType::Hide),\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D8,\n modifier: 6, // 2 * CON mod (+3)\n },\n speed: 30,\n primary_weapon: WeaponType::Greataxe,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic HOBGOBLIN: MonsterData = MonsterData {\n name: \"Hobgoblin\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Half,\n ability_scores: AbilityScores {\n strength: 13,\n dexterity: 12,\n constitution: 12,\n intelligence: 10,\n wisdom: 10,\n charisma: 9,\n },\n armor_class: 18, // Chain mail + shield\n armor_type: Some(ArmorType::ChainMail),\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D8,\n modifier: 2,\n },\n speed: 30,\n primary_weapon: WeaponType::Longsword,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic GHOUL: MonsterData = MonsterData {\n name: \"Ghoul\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 13,\n dexterity: 15,\n constitution: 10,\n intelligence: 7,\n wisdom: 10,\n charisma: 6,\n },\n armor_class: 12,\n armor_type: None,\n hit_dice: Dice {\n
[2025-12-08T00:02:52.395Z] [INFO] count: 5,\n die_type: DiceType::D8,\n modifier: 0,\n },\n speed: 30,\n primary_weapon: WeaponType::Unarmed, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic BUGBEAR: MonsterData = MonsterData {\n name: \"Bugbear\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 15,\n dexterity: 14,\n constitution: 13,\n intelligence: 8,\n wisdom: 11,\n charisma: 9,\n },\n armor_class: 16, // Hide armor + shield\n armor_type: Some(ArmorType::Hide),\n hit_dice: Dice {\n count: 5,\n die_type: DiceType::D8,\n modifier: 5,\n },\n speed: 30,\n primary_weapon: WeaponType::Morningstar,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic OGRE: MonsterData = MonsterData {\n name: \"Ogre\",\n size: CreatureSize::Large,\n creature_type: CreatureType::Giant,\n challenge_rating: ChallengeRating::Two,\n ability_scores: AbilityScores {\n strength: 19,\n dexterity: 8,\n constitution: 16,\n intelligence: 5,\n wisdom: 7,\n charisma: 7,\n },\n armor_class: 11, // Hide armor\n armor_type: Some(ArmorType::Hide),\n hit_dice: Dice {\n count: 7,\n die_type: DiceType::D10,\n modifier: 21, // 7 * CON mod (+3)\n },\n speed: 40,\n primary_weapon: WeaponType::Greatclub,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 8,\n};\n\nstatic GHAST: MonsterData = MonsterData {\n name: \"Ghast\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Two,\n ability_scores: AbilityScores {\n strength: 16,\n dexterity: 17,\n constitution: 10,\n intelligence: 11,\n wisdom: 10,\n charisma: 8,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 8,\n die_type: DiceType::D8,\n modifier: 0,\n },\n speed: 30,\n primary_weapon: WeaponType::Unarmed, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[DamageType::Necrotic],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic TROLL: MonsterData = MonsterData {\n name: \"Troll\",\n size: CreatureSize::Large,\n creature_type: CreatureType::Giant,\n challenge_rating: ChallengeRating::Five,\n ability_scores: AbilityScores {\n strength: 18,\n dexterity: 13,\n constitution: 20,\n intelligence: 7,\n wisdom: 9,\n charisma: 7,\n },\n armor_class: 15, // Natural armor\n armor_type: None,\n hit_dice: Dice {\n count: 8,\n die_type: DiceType::D10,\n modifier: 40, // 8 * CON mod (+5)\n },\n speed: 30,\n primary_weapon: WeaponType::Unarmed, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 12,\n};\n\nstatic WRAITH: MonsterData = MonsterData {\n name: \"Wraith\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Five,\n ability_scores: AbilityScores {\n strength: 6,\n dexterity: 16,\n constitution: 16,\n intelligence: 12,\n wisdom: 14,\n charisma: 15,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 9,\n die_type: DiceType::D8,\n modifier: 27, // 9 * CON mod (+3)\n },\n speed: 60, // Flying\n primary_weapon: WeaponType::Unarmed, // Life Drain\n damage_vulnerabilities: &[],\n damage_resistances: &[\n DamageType::Acid,\n DamageType::Cold,\n DamageType::Fire,\n DamageType::Lightning,\n DamageType::Thunder,\n ],\n damage_immunities: &[DamageType::Necrotic, DamageType::Poison],\n darkvision: 60,\n passive_perception: 12,\n};\n\nstatic IMP: MonsterData = MonsterData {\n name: \"Imp\",\n size: CreatureSize::Tiny,\n creature_type: CreatureType::Fiend,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 6,\n dexterity: 17,\n constitution: 13,\n intelligence: 11,\n wisdom: 12,\n charisma: 14,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 3,\n die_type: DiceType::D4,\n modifier: 3,\n },\n speed: 20,\n primary_weapon: WeaponType::Dagger, // Sting\n damage_vulnerabilities: &[],\n damage_resistances: &[DamageType::Cold],\n damage_immunities: &[DamageType::Fire, DamageType::Poison],\n darkvision: 120,\n passive_perception: 11,\n};\n\nstatic QUASIT: MonsterData = MonsterData {\n name: \"Quasit\",\n size: CreatureSize::Tiny,\n creature_type: CreatureType::Fiend,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 5,\n dexterity: 17,\n constitution: 10,\n intelligence: 7,\n wisdom: 10,\n charisma: 10,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 3,\n die_type: DiceType::D4,\n modifier: 0,\n },\n speed: 40,\n primary_weapon: WeaponType::Dagger, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[\n DamageType::Cold,\n DamageType::Fire,\n DamageType::Lightning,\n ],\n damage_immunities: &[DamageType::Poison],\n darkvision: 120,\n passive_perception: 10,\n};\n\n/// Database of all monster types for lookup.\n#[derive(Resource)]\npub struct MonsterDatabase {\n monsters: Vec<MonsterType>,\n}\n\nimpl Default for MonsterDatabase {\n fn default() -> Self {\n Self {\n monsters: vec![\n MonsterType::Skeleton,\n MonsterType::Zombie,\n MonsterType::Goblin,\n MonsterType::Kobold,\n MonsterType::Orc,\n MonsterType::Hobgoblin,\n MonsterType::Ghoul,\n MonsterType::Bugbear,\n MonsterType::Ogre,\n MonsterType::Ghast,\n MonsterType::Troll,\n MonsterType::Wraith,\n MonsterType::Imp,\n MonsterType::Quasit,\n ],\n }\n }\n}\n\nimpl MonsterDatabase {\n /// Find monsters by CR.\n pub fn find_by_cr(&self, cr: ChallengeRating) -> Vec<MonsterType> {\n self.monsters\n .iter()\n .filter(|m| m.data().challenge_rating == cr)\n .copied()\n .collect()\n }\n\n /// Find a monster by name (case-insensitive).\n pub fn find_by_name(&self, name: &str) -> Option<MonsterType> {\n let name_lower = name.to_lowercase();\n self.monsters\n .iter()\n .find(|m| m.data().name.to_lowercase() == name_lower)\n .copied()\n }\n\n /// Get all monsters.\n pub fn all(&self) -> &[MonsterType] {\n &self.monsters\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_monster_data() {\n let skeleton = MonsterType::Skeleton.data();\n assert_eq!(skeleton.name, \"Skeleton\");\n assert_eq!(skeleton.challenge_rating, ChallengeRating::Quarter);\n assert_eq!(skeleton.armor_class, 13);\n assert!(skeleton.damage_vulnerabilities.contains(&DamageType::Bludgeoning));\n assert!(skeleton.damage_immunities.contains(&DamageType::Poison));\n }\n\n #[test]\n fn test_monster_database() {\n let db = MonsterDatabase::default();\n let cr_quarter = db.find_by_cr(ChallengeRating::Quarter);\n assert!(cr_quarter.len() >= 3); // Skeleton, Zombie, Goblin, Kobold\n }\n\n #[test]\n fn test_hit_dice() {\n let skeleton = MonsterType::Skeleton.data();\n // 2d8 + 4 (CON +2 per die) = avg 13 HP\n assert_eq!(skeleton.hit_dice.count, 2);\n assert_eq!(skeleton.hit_dice.die_type, DiceType::D8);\n assert_eq!(skeleton.hit_dice.modifier, 4);\n }\n}\n"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":1,"cache_creation_input_tokens":3699,"cache_read_input_tokens":98648,"cache_creation":{"ephemeral_5m_input_tokens":3699,"ephemeral_1h_input_tokens":0},"output_tokens":7486,"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"58d19c68-c8db-49e2-922e-ba97175a94c0","uuid":"682b5b06-b6d3-4f4f-8884-a4abfe38bbe8"}
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"content": "//! D&D 5e Monster Templates.\n//!\n//! Provides SRD monster stat blocks that can be used as templates\n//! for spawning monsters. The AI \"Flavor Engine\" can customize\n//! names and descriptions while the mechanical stats remain fixed.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse super::ability::AbilityScores;\nuse super::armor::ArmorType;\nuse super::components::{ArmorClass, HitPoints, Level, Proficiencies, Skills};\nuse super::dice::{Dice, DiceType};\nuse super::weapons::{DamageType, WeaponType};\n\n/// Plugin for monster systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<MonsterDatabase>()\n .register_type::<MonsterTemplate>();\n}\n\n/// Challenge Rating for monsters.\n#[derive(Debug, Clone, Copy, PartialEq, Reflect, Serialize, Deserialize)]\npub enum ChallengeRating {\n Zero,\n Eighth, // 1/8\n Quarter, // 1/4\n Half, // 1/2\n One,\n Two,\n Three,\n Four,\n Five,\n Six,\n Seven,\n Eight,\n Nine,\n Ten,\n // Higher CRs can be added as needed\n}\n\nimpl ChallengeRating {\n /// Get the XP value for this CR.\n pub fn xp(&self) -> i32 {\n match self {\n ChallengeRating::Zero => 0,\n ChallengeRating::Eighth => 25,\n ChallengeRating::Quarter => 50,\n ChallengeRating::Half => 100,\n ChallengeRating::One => 200,\n ChallengeRating::Two => 450,\n ChallengeRating::Three => 700,\n ChallengeRating::Four => 1100,\n ChallengeRating::Five => 1800,\n ChallengeRating::Six => 2300,\n ChallengeRating::Seven => 2900,\n ChallengeRating::Eight => 3900,\n ChallengeRating::Nine => 5000,\n ChallengeRating::Ten => 5900,\n }\n }\n\n /// Get the proficiency bonus for this CR.\n pub fn proficiency_bonus(&self) -> i32 {\n match self {\n ChallengeRating::Zero\n | ChallengeRating::Eighth\n | ChallengeRating::Quarter\n | ChallengeRating::Half\n | ChallengeRating::One\n | ChallengeRating::Two\n | ChallengeRating::Three\n | ChallengeRating::Four => 2,\n ChallengeRating::Five\n | ChallengeRating::Six\n | ChallengeRating::Seven\n | ChallengeRating::Eight => 3,\n ChallengeRating::Nine | ChallengeRating::Ten => 4,\n }\n }\n\n /// Display string for the CR.\n pub fn display(&self) -> &'static str {\n match self {\n ChallengeRating::Zero => \"0\",\n ChallengeRating::Eighth => \"1/8\",\n ChallengeRating::Quarter => \"1/4\",\n ChallengeRating::Half => \"1/2\",\n ChallengeRating::One => \"1\",\n ChallengeRating::Two => \"2\",\n ChallengeRating::Three => \"3\",\n ChallengeRating::Four => \"4\",\n ChallengeRating::Five => \"5\",\n ChallengeRating::Six => \"6\",\n ChallengeRating::Seven => \"7\",\n ChallengeRating::Eight => \"8\",\n ChallengeRating::Nine => \"9\",\n ChallengeRating::Ten => \"10\",\n }\n }\n}\n\n/// Size category for creatures.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize, Default)]\npub enum CreatureSize {\n Tiny,\n Small,\n #[default]\n Medium,\n Large,\n Huge,\n Gargantuan,\n}\n\nimpl CreatureSize {\n /// Get the hit die type for this size.\n pub fn hit_die(&self) -> DiceType {\n match self {\n CreatureSize::Tiny => DiceType::D4,\n CreatureSize::Small => DiceType::D6,\n CreatureSize::Medium => DiceType::D8,\n CreatureSize::Large => DiceType::D10,\n CreatureSize::Huge => DiceType::D12,\n CreatureSize::Gargantuan => DiceType::D20,\n }\n }\n}\n\n/// Creature type (for damage resistances/immunities).\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum CreatureType {\n Aberration,\n Beast,\n Celestial,\n Construct,\n Dragon,\n Elemental,\n Fey,\n Fiend,\n Giant,\n Humanoid,\n Monstrosity,\n Ooze,\n Plant,\n Undead,\n}\n\n/// Known monster types from the SRD.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum MonsterType {\n // CR 1/4\n Skeleton,\n Zombie,\n Goblin,\n Kobold,\n // CR 1/2\n Orc,\n Hobgoblin,\n // CR 1\n Ghoul,\n Bugbear,\n // CR 2\n Ogre,\n Ghast,\n // Higher CR\n Troll,\n Wraith,\n // Demons (various CR)\n Imp,\n Quasit,\n}\n\n/// Template for spawning a monster with SRD stats.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct MonsterTemplate {\n /// Base monster type.\n pub monster_type: MonsterType,\n /// AI-generated custom name (e.g., \"Snaggletooth the Rotting\").\n pub custom_name: Option<String>,\n /// AI-generated visual description.\n pub visual_description: Option<String>,\n /// AI-generated weapon flavor (e.g., \"Rusted Pickaxe\").\n pub weapon_flavor: Option<String>,\n /// AI-generated armor flavor (e.g., \"Moldy Leather Armor\").\n pub armor_flavor: Option<String>,\n}\n\nimpl MonsterTemplate {\n /// Create a new monster template.\n pub fn new(monster_type: MonsterType) -> Self {\n Self {\n monster_type,\n custom_name: None,\n visual_description: None,\n weapon_flavor: None,\n armor_flavor: None,\n }\n }\n\n /// Set a custom name.\n pub fn with_name(mut self, name: impl Into<String>) -> Self {\n self.custom_name = Some(name.into());\n self\n }\n\n /// Set a visual description.\n pub fn with_description(mut self, desc: impl Into<String>) -> Self {\n self.visual_description = Some(desc.into());\n self\n }\n\n /// Get the display name (custom or default).\n pub fn display_name(&self) -> String {\n if let Some(ref name) = self.custom_name {\n name.clone()\n } else {\n self.monster_type.data().name.to_string()\n }\n }\n\n /// Get the base monster data.\n pub fn data(&self) -> &'static MonsterData {\n self.monster_type.data()\n }\n}\n\n/// Static monster data from the SRD.\n#[derive(Debug, Clone)]\npub struct MonsterData {\n pub name: &'static str,\n pub size: CreatureSize,\n pub creature_type: CreatureType,\n pub challenge_rating: ChallengeRating,\n pub ability_scores: AbilityScores,\n pub armor_class: i32,\n pub armor_type: Option<ArmorType>,\n pub hit_dice: Dice,\n pub speed: i32,\n pub primary_weapon: WeaponType,\n pub damage_vulnerabilities: &'static [DamageType],\n pub damage_resistances: &'static [DamageType],\n pub damage_immunities: &'static [DamageType],\n pub darkvision: i32,\n pub passive_perception: i32,\n}\n\nimpl MonsterType {\n /// Get the SRD data for this monster type.\n pub fn data(&self) -> &'static MonsterData {\n match self {\n MonsterType::Skeleton => &SKELETON,\n MonsterType::Zombie => &ZOMBIE,\n MonsterType::Goblin => &GOBLIN,\n MonsterType::Kobold => &KOBOLD,\n MonsterType::Orc => &ORC,\n MonsterType::Hobgoblin => &HOBGOBLIN,\n MonsterType::Ghoul => &GHOUL,\n MonsterType::Bugbear => &BUGBEAR,\n MonsterType::Ogre => &OGRE,\n MonsterType::Ghast => &GHAST,\n MonsterType::Troll => &TROLL,\n MonsterType::Wraith => &WRAITH,\n MonsterType::Imp => &IMP,\n MonsterType::Quasit => &QUASIT,\n }\n }\n\n /// Get a glyph for TUI rendering.\n pub fn glyph(&self) -> char {\n match self {\n MonsterType::Skeleton => 's',\n MonsterType::Zombie => 'Z',\n MonsterType::Goblin => 'g',\n MonsterType::Kobold => 'k',\n MonsterType::Orc => 'o',\n MonsterType::Hobgoblin => 'H',\n MonsterType::Ghoul => 'G',\n MonsterType::Bugbear => 'B',\n MonsterType::Ogre => 'O',\n MonsterType::Ghast => 'G',\n MonsterType::Troll => 'T',\n MonsterType::Wraith => 'W',\n MonsterType::Imp => 'i',\n MonsterType::Quasit => 'q',\n }\n }\n}\n\n// SRD Monster Stat Blocks\n\nstatic SKELETON: MonsterData = MonsterData {\n name: \"Skeleton\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Quarter,\n ability_scores: AbilityScores {\n strength: 10,\n dexterity: 14,\n constitution: 15,\n intelligence: 6,\n wisdom: 8,\n charisma: 5,\n },\n armor_class: 13,\n armor_type: None, // Armor scraps\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D8,\n modifier: 4, // 2 * CON mod (+2)\n },\n speed: 30,\n primary_weapon: WeaponType::Shortsword,\n damage_vulnerabilities: &[DamageType::Bludgeoning],\n damage_resistances: &[],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 9,\n};\n\nstatic ZOMBIE: MonsterData = MonsterData {\n name: \"Zombie\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Quarter,\n ability_scores: AbilityScores {\n strength: 13,\n dexterity: 6,\n constitution: 16,\n intelligence: 3,\n wisdom: 6,\n charisma: 5,\n },\n armor_class: 8,\n armor_type: None,\n hit_dice: Dice {\n count: 3,\n die_type: DiceType::D8,\n modifier: 9, // 3 * CON mod (+3)\n },\n speed: 20,\n primary_weapon: WeaponType::Unarmed, // Slam attack\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 8,\n};\n\nstatic GOBLIN: MonsterData = MonsterData {\n name: \"Goblin\",\n size: CreatureSize::Small,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Quarter,\n ability_scores: AbilityScores {\n strength: 8,\n dexterity: 14,\n constitution: 10,\n intelligence: 10,\n wisdom: 8,\n charisma: 8,\n },\n armor_class: 15, // Leather armor + shield\n armor_type: Some(ArmorType::Leather),\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D6,\n modifier: 0,\n },\n speed: 30,\n primary_weapon: WeaponType::Scimitar,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 9,\n};\n\nstatic KOBOLD: MonsterData = MonsterData {\n name: \"Kobold\",\n size: CreatureSize::Small,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Eighth,\n ability_scores: AbilityScores {\n strength: 7,\n dexterity: 15,\n constitution: 9,\n intelligence: 8,\n wisdom: 7,\n charisma: 8,\n },\n armor_class: 12,\n armor_type: None,\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D6,\n modifier: -2,\n },\n speed: 30,\n primary_weapon: WeaponType::Dagger,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 8,\n};\n\nstatic ORC: MonsterData = MonsterData {\n name: \"Orc\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Half,\n ability_scores: AbilityScores {\n strength: 16,\n dexterity: 12,\n constitution: 16,\n intelligence: 7,\n wisdom: 11,\n charisma: 10,\n },\n armor_class: 13, // Hide armor\n armor_type: Some(ArmorType::Hide),\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D8,\n modifier: 6, // 2 * CON mod (+3)\n },\n speed: 30,\n primary_weapon: WeaponType::Greataxe,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic HOBGOBLIN: MonsterData = MonsterData {\n name: \"Hobgoblin\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Half,\n ability_scores: AbilityScores {\n strength: 13,\n dexterity: 12,\n constitution: 12,\n intelligence: 10,\n wisdom: 10,\n charisma: 9,\n },\n armor_class: 18, // Chain mail + shield\n armor_type: Some(ArmorType::ChainMail),\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D8,\n modifier: 2,\n },\n speed: 30,\n primary_weapon: WeaponType::Longsword,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic GHOUL: MonsterData = MonsterData {\n name: \"Ghoul\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 13,\n dexterity: 15,\n constitution: 10,\n intelligence: 7,\n wisdom: 10,\n charisma: 6,\n },\n armor_class: 12,\n armor_type: None,\n hit_dice: Dice {\n count: 5,\n die_type: DiceType::D8,\n modifier: 0,\n },\n speed: 30,\n primary_weapon: WeaponType::Unarmed, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic BUGBEAR: MonsterData = MonsterData {\n name: \"Bugbear\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 15,\n dexterity: 14,\n constitution: 13,\n intelligence: 8,\n wisdom: 11,\n charisma: 9,\n },\n armor_class: 16, // Hide armor + shield\n armor_type: Some(ArmorType::Hide),\n hit_dice: Dice {\n count: 5,\n die_type: DiceType::D8,\n modifier: 5,\n },\n speed: 30,\n primary_weapon: WeaponType::Morningstar,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic OGRE: MonsterData = MonsterData {\n name: \"Ogre\",\n size: CreatureSize::Large,\n creature_type: CreatureType::Giant,\n challenge_rating: ChallengeRating::Two,\n ability_scores: AbilityScores {\n strength: 19,\n dexterity: 8,\n constitution: 16,\n intelligence: 5,\n wisdom: 7,\n charisma: 7,\n },\n armor_class: 11, // Hide armor\n armor_type: Some(ArmorType::Hide),\n hit_dice: Dice {\n count: 7,\n die_type: DiceType::D10,\n modifier: 21, // 7 * CON mod (+3)\n },\n speed: 40,\n primary_weapon: WeaponType::Greatclub,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 8,\n};\n\nstatic GHAST: MonsterData = MonsterData {\n name: \"Ghast\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Two,\n ability_scores: AbilityScores {\n strength: 16,\n dexterity: 17,\n constitution: 10,\n intelligence: 11,\n wisdom: 10,\n charisma: 8,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 8,\n die_type: DiceType::D8,\n modifier: 0,\n },\n speed: 30,\n primary_weapon: WeaponType::Unarmed, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[DamageType::Necrotic],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic TROLL: MonsterData = MonsterData {\n name: \"Troll\",\n size: CreatureSize::Large,\n creature_type: CreatureType::Giant,\n challenge_rating: ChallengeRating::Five,\n ability_scores: AbilityScores {\n strength: 18,\n dexterity: 13,\n constitution: 20,\n intelligence: 7,\n wisdom: 9,\n charisma: 7,\n },\n armor_class: 15, // Natural armor\n armor_type: None,\n hit_dice: Dice {\n count: 8,\n die_type: DiceType::D10,\n modifier: 40, // 8 * CON mod (+5)\n },\n speed: 30,\n primary_weapon: WeaponType::Unarmed, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 12,\n};\n\nstatic WRAITH: MonsterData = MonsterData {\n name: \"Wraith\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Five,\n ability_scores: AbilityScores {\n strength: 6,\n dexterity: 16,\n constitution: 16,\n intelligence: 12,\n wisdom: 14,\n charisma: 15,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 9,\n die_type: DiceType::D8,\n modifier: 27, // 9 * CON mod (+3)\n },\n speed: 60, // Flying\n primary_weapon: WeaponType::Unarmed, // Life Drain\n damage_vulnerabilities: &[],\n damage_resistances: &[\n DamageType::Acid,\n DamageType::Cold,\n DamageType::Fire,\n DamageType::Lightning,\n DamageType::Thunder,\n ],\n damage_immunities: &[DamageType::Necrotic, DamageType::Poison],\n darkvision: 60,\n passive_perception: 12,\n};\n\nstatic IMP: MonsterData = MonsterData {\n name: \"Imp\",\n size: CreatureSize::Tiny,\n creature_type: CreatureType::Fiend,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 6,\n dexterity: 17,\n constitution: 13,\n intelligence: 11,\n wisdom: 12,\n charisma: 14,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 3,\n die_type: DiceType::D4,\n modifier: 3,\n },\n speed: 20,\n primary_weapon: WeaponType::Dagger, // Sting\n damage_vulnerabilities: &[],\n damage_resistances: &[DamageType::Cold],\n damage_immunities: &[DamageType::Fire, DamageType::Poison],\n darkvision: 120,\n passive_perception: 11,\n};\n\nstatic QUASIT: MonsterData = MonsterData {\n name: \"Quasit\",\n size: CreatureSize::Tiny,\n creature_type: CreatureType::Fiend,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 5,\n dexterity: 17,\n constitution: 10,\n intelligence: 7,\n wisdom: 10,\n charisma: 10,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 3,\n die_type: DiceType::D4,\n modifier: 0,\n },\n speed: 40,\n primary_weapon: WeaponType::Dagger, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[\n DamageType::Cold,\n DamageType::Fire,\n DamageType::Lightning,\n ],\n damage_immunities: &[DamageType::Poison],\n darkvision: 120,\n passive_perception: 10,\n};\n\n/// Database of all monster types for lookup.\n#[derive(Resource)]\npub struct MonsterDatabase {\n monsters: Vec<MonsterType>,\n}\n\nimpl Default for MonsterDatabase {\n fn default() -> Self {\n Self {\n monsters: vec![\n MonsterType::Skeleton,\n MonsterType::Zombie,\n MonsterType::Goblin,\n MonsterType::Kobold,\n MonsterType::Orc,\n MonsterType::Hobgoblin,\n MonsterType::Ghoul,\n MonsterType::Bugbear,\n MonsterType::Ogre,\n MonsterType::Ghast,\n MonsterType::Troll,\n MonsterType::Wraith,\n MonsterType::Imp,\n MonsterType::Quasit,\n ],\n }\n }\n}\n\nimpl MonsterDatabase {\n /// Find monsters by CR.\n pub fn find_by_cr(&self, cr: ChallengeRating) -> Vec<MonsterType> {\n self.monsters\n .iter()\n .filter(|m| m.data().challenge_rating == cr)\n .copied()\n .collect()\n }\n\n /// Find a monster by name (case-insensitive).\n pub fn find_by_name(&self, name: &str) -> Option<MonsterType> {\n let name_lower = name.to_lowercase();\n self.monsters\n .iter()\n .find(|m| m.data().name.to_lowercase() == name_lower)\n .copied()\n }\n\n /// Get all monsters.\n pub fn all(&self) -> &[MonsterType] {\n &self.monsters\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_monster_data() {\n let skeleton = MonsterType::Skeleton.data();\n assert_eq!(skeleton.name, \"Skeleton\");\n assert_eq!(skeleton.challenge_rating, ChallengeRating::Quarter);\n assert_eq!(skeleton.armor_class, 13);\n assert!(skeleton.damage_vulnerabilities.contains(&DamageType::Bludgeoning));\n assert!(skeleton.damage_immunities.contains(&DamageType::Poison));\n }\n\n #[test]\n fn test_monster_database() {\n let db = MonsterDatabase::default();\n let cr_quarter = db.find_by_cr(ChallengeRating::Quarter);\n assert!(cr_quarter.len() >= 3); // Skeleton, Zombie, Goblin, Kobold\n }\n\n #[test]\n fn test_hit_dice() {\n let skeleton = MonsterType::Skeleton.data();\n // 2d8 + 4 (CON +2 per die) = avg 13 HP\n assert_eq!(skeleton.hit_dice.count, 2);\n assert_eq!(skeleton.hit_dice.die_type, DiceType::D8);\n assert_eq!(skeleton.hit_dice.modifier, 4);\n }\n}\n",
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"text": "Now I need to update the main.rs to include the dnd module and check if everything compiles:"
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"content": " 1→//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n 2→//!\n 3→//! This game combines a rigid Rust roguelike engine with an AI Game Master\n 4→//! that generates atmospheric horror-themed descriptions and dialogue.\n 5→\n 6→// Support configuring Bevy lints within code.\n 7→#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n 8→\n 9→mod ai;\n 10→mod game;\n 11→mod screens;\n 12→mod theme;\n 13→mod tui;\n 14→\n 15→use std::time::Duration;\n 16→\n 17→use bevy::app::ScheduleRunnerPlugin;\n 18→use bevy::prelude::*;\n 19→use bevy_ratatui::RatatuiPlugins;\n 20→\n 21→use screens::GameScreen;\n 22→\n 23→fn main() -> AppExit {\n 24→ // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n 25→ let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n 26→\n 27→ App::new()\n 28→ .add_plugins(AppPlugin { frame_time })\n 29→ .run()\n 30→}\n 31→\n 32→/// Main application plugin.\n 33→pub struct AppPlugin {\n 34→ pub frame_time: Duration,\n 35→}\n 36→\n 37→impl Plugin for AppPlugin {\n 38→ fn build(&self, app: &mut App) {\n 39→ // Core Bevy plugins (minimal set for TUI)\n 40→ app.add_plugins(\n 41→ MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n 42→ );\n 43→\n 44→ // Ratatui TUI integration\n 45→ app.add_plugins(RatatuiPlugins::default());\n 46→\n 47→ // Game plugins\n 48→ app.add_plugins((\n 49→ game::plugin,\n 50→ ai::plugin,\n 51→ tui::plugin,\n 52→ screens::plugin,\n 53→ theme::plugin,\n 54→ ));\n 55→\n 56→ // Configure system ordering\n 57→ app.configure_sets(\n 58→ Update,\n 59→ (\n 60→ AppSystems::Input,\n 61→ AppSystems::GameLogic,\n 62→ AppSystems::AI,\n 63→ AppSystems::Render,\n 64→ )\n 65→ .chain(),\n 66→ );\n 67→\n 68→ // Start in loading state, then transition to playing\n 69→ app.add_systems(Startup, start_game);\n 70→ }\n 71→}\n 72→\n 73→/// High-level system groupings for the app.\n 74→#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\n 75→enum AppSystems {\n 76→ /// Process player input\n 77→ Input,\n 78→ /// Run game logic (movement, combat, etc.)\n 79→ GameLogic,\n 80→ /// Handle AI narrative generation\n 81→ AI,\n 82→ /// Render the TUI\n 83→ Render,\n 84→}\n 85→\n 86→/// Transition from loading to playing.\n 87→fn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n 88→ next_state.set(GameScreen::Playing);\n 89→}\n 90→\n 91→#[cfg(test)]\n 92→mod tests {\n 93→ use super::*;\n 94→\n 95→ #[test]\n 96→ fn app_builds_without_panic() {\n 97→ // Just verify the app can be constructed\n 98→ let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n 99→ let _plugin = AppPlugin { frame_time };\n 100→ }\n 101→}\n 102→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n//!\n//! This game combines a rigid Rust roguelike engine with an AI Game Master\n//! that generates atmospheric horror-themed descriptions and dialogue.\n\n// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n\nmod ai;\nmod game;\nmod screens;\nmod theme;\nmod tui;\n\nuse std::time::Duration;\n\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy::prelude::*;\nuse bevy_ratatui::RatatuiPlugins;\n\nuse screens::GameScreen;\n\nfn main() -> AppExit {\n // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n\n App::new()\n .add_plugins(AppPlugin { frame_time })\n .run()\n}\n\n/// Main application plugin.\npub struct AppPlugin {\n pub frame_time: Duration,\n}\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Core Bevy plugins (minimal set for TUI)\n app.add_plugins(\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n );\n\n // Ratatui TUI integration\n app.add_plugins(RatatuiPlugins::default());\n\n // Game plugins\n app.add_plugins((\n game::plugin,\n ai::plugin,\n tui::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Configure system ordering\n app.configure_sets(\n Update,\n (\n AppSystems::Input,\n AppSystems::GameLogic,\n AppSystems::AI,\n AppSystems::Render,\n )\n .chain(),\n );\n\n // Start in loading state, then transition to playing\n app.add_systems(Startup, start_game);\n }\n}\n\n/// High-level system groupings for the app.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Process player input\n Input,\n /// Run game logic (movement, combat, etc.)\n GameLogic,\n /// Handle AI narrative generation\n AI,\n /// Render the TUI\n Render,\n}\n\n/// Transition from loading to playing.\nfn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n next_state.set(GameScreen::Playing);\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn app_builds_without_panic() {\n // Just verify the app can be constructed\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n let _plugin = AppPlugin { frame_time };\n }\n}\n",
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"content": "The file /tmp/gh-issue-solver-1765151501447/src/main.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 5→\n 6→// Support configuring Bevy lints within code.\n 7→#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n 8→\n 9→mod ai;\n 10→mod dnd;\n 11→mod game;\n 12→mod screens;\n 13→mod theme;\n 14→mod tui;\n 15→\n 16→use std::time::Duration;\n 17→\n 18→use bevy::app::ScheduleRunnerPlugin;"
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"originalFile": "//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n//!\n//! This game combines a rigid Rust roguelike engine with an AI Game Master\n//! that generates atmospheric horror-themed descriptions and dialogue.\n\n// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n\nmod ai;\nmod game;\nmod screens;\nmod theme;\nmod tui;\n\nuse std::time::Duration;\n\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy::prelude::*;\nuse bevy_ratatui::RatatuiPlugins;\n\nuse screens::GameScreen;\n\nfn main() -> AppExit {\n // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n\n App::new()\n .add_plugins(AppPlugin { frame_time })\n .run()\n}\n\n/// Main application plugin.\npub struct AppPlugin {\n pub frame_time: Duration,\n}\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Core Bevy plugins (minimal set for TUI)\n app.add_plugins(\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n );\n\n // Ratatui TUI integration\n app.add_plugins(RatatuiPlugins::default());\n\n // Game plugins\n app.add_plugins((\n game::plugin,\n ai::plugin,\n tui::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Configure system ordering\n app.configure_sets(\n Update,\n (\n AppSystems::Input,\n AppSystems::GameLogic,\n AppSystems::AI,\n AppSystems::Render,\n )\n .chain(),\n );\n\n // Start in loading state, then transition to playing\n app.add_systems(Startup, start_game);\n }\n}\n\n/// High-level system groupings for the app.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Process player input\n Input,\n /// Run game logic (movement, combat, etc.)\n GameLogic,\n /// Handle AI narrative generation\n AI,\n /// Render the TUI\n Render,\n}\n\n/// Transition from loading to playing.\nfn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n next_state.set(GameScreen::Playing);\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn app_builds_without_panic() {\n // Just verify the app can be constructed\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n let _plugin = AppPlugin { frame_time };\n }\n}\n",
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[2025-12-08T00:03:04.849Z] [INFO] {
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"new_string": " // Game plugins\n app.add_plugins((\n dnd::plugin,\n game::plugin,\n ai::plugin,\n tui::plugin,\n screens::plugin,\n theme::plugin,\n ));"
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[2025-12-08T00:03:04.877Z] [INFO] {
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"content": "The file /tmp/gh-issue-solver-1765151501447/src/main.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 44→\n 45→ // Ratatui TUI integration\n 46→ app.add_plugins(RatatuiPlugins::default());\n 47→\n 48→ // Game plugins\n 49→ app.add_plugins((\n 50→ dnd::plugin,\n 51→ game::plugin,\n 52→ ai::plugin,\n 53→ tui::plugin,\n 54→ screens::plugin,\n 55→ theme::plugin,\n 56→ ));\n 57→\n 58→ // Configure system ordering\n 59→ app.configure_sets(\n 60→ Update,"
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"originalFile": "//! NeuroHack - A TUI Roguelike with AI-powered narrative generation.\n//!\n//! This game combines a rigid Rust roguelike engine with an AI Game Master\n//! that generates atmospheric horror-themed descriptions and dialogue.\n\n// Support configuring Bevy lints within code.\n#![cfg_attr(bevy_lint, feature(register_tool), register_tool(bevy))]\n\nmod ai;\nmod dnd;\nmod game;\nmod screens;\nmod theme;\nmod tui;\n\nuse std::time::Duration;\n\nuse bevy::app::ScheduleRunnerPlugin;\nuse bevy::prelude::*;\nuse bevy_ratatui::RatatuiPlugins;\n\nuse screens::GameScreen;\n\nfn main() -> AppExit {\n // Run at 30 FPS for TUI - higher rates waste CPU for terminal rendering\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n\n App::new()\n .add_plugins(AppPlugin { frame_time })\n .run()\n}\n\n/// Main application plugin.\npub struct AppPlugin {\n pub frame_time: Duration,\n}\n\nimpl Plugin for AppPlugin {\n fn build(&self, app: &mut App) {\n // Core Bevy plugins (minimal set for TUI)\n app.add_plugins(\n MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(self.frame_time)),\n );\n\n // Ratatui TUI integration\n app.add_plugins(RatatuiPlugins::default());\n\n // Game plugins\n app.add_plugins((\n game::plugin,\n ai::plugin,\n tui::plugin,\n screens::plugin,\n theme::plugin,\n ));\n\n // Configure system ordering\n app.configure_sets(\n Update,\n (\n AppSystems::Input,\n AppSystems::GameLogic,\n AppSystems::AI,\n AppSystems::Render,\n )\n .chain(),\n );\n\n // Start in loading state, then transition to playing\n app.add_systems(Startup, start_game);\n }\n}\n\n/// High-level system groupings for the app.\n#[derive(SystemSet, Debug, Clone, Copy, Eq, PartialEq, Hash, PartialOrd, Ord)]\nenum AppSystems {\n /// Process player input\n Input,\n /// Run game logic (movement, combat, etc.)\n GameLogic,\n /// Handle AI narrative generation\n AI,\n /// Render the TUI\n Render,\n}\n\n/// Transition from loading to playing.\nfn start_game(mut next_state: ResMut<NextState<GameScreen>>) {\n next_state.set(GameScreen::Playing);\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn app_builds_without_panic() {\n // Just verify the app can be constructed\n let frame_time = Duration::from_secs_f64(1.0 / 30.0);\n let _plugin = AppPlugin { frame_time };\n }\n}\n",
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[2025-12-08T00:03:08.162Z] [INFO] {
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"text": "Now let's compile to check for errors:"
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[2025-12-08T00:03:12.189Z] [INFO] {
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"content": " Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765151501447)\nerror[E0603]: enum import `DamageType` is private\n --> src/dnd/mod.rs:37:32\n |\n37 | pub use combat::{AttackResult, DamageType};\n | ^^^^^^^^^^ private enum import\n |\nnote: the enum import `DamageType` is defined here...\n --> src/dnd/combat.rs:15:22\n |\n15 | use super::weapons::{DamageType, Weapon, WeaponProperty};\n | ^^^^^^^^^^\nnote: ...and refers to the enum `DamageType` which is defined here\n --> src/dnd/weapons.rs:64:1\n |\n64 | pub enum DamageType {\n | ^^^^^^^^^^^^^^^^^^^ you could import this directly\nhelp: import `DamageType` through the re-export\n |\n37 | pub use combat::{AttackResult, weapons::DamageType};\n | +++++++++\n\nwarning: unused imports: `Deserialize` and `Serialize`\n --> src/dnd/combat.rs:10:13\n |\n10 | use serde::{Deserialize, Serialize};\n | ^^^^^^^^^^^ ^^^^^^^^^\n |\n = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default\n\nwarning: unused import: `HitPoints`\n --> src/dnd/combat.rs:13:37\n |\n13 | use super::components::{ArmorClass, HitPoints, Level, Proficiencies};\n | ^^^^^^^^^\n\nwarning: unused import: `DiceType`\n --> src/dnd/combat.rs:14:47\n |\n14 | use super::dice::{Dice, DiceRoll, DiceRoller, DiceType};\n | ^^^^^^^^\n\nwarning: unused imports: `ArmorClass`, `HitPoints`, `Level`, `Proficiencies`, and `Skills`\n --> src/dnd/monsters.rs:12:25\n |\n12 | use super::components::{ArmorClass, HitPoints, Level, Proficiencies, Skills};\n | ^^^^^^^^^^ ^^^^^^^^^ ^^^^^ ^^^^^^^^^^^^^ ^^^^^^\n\nwarning: unused imports: `AbilityScores` and `Ability`\n --> src/dnd/mod.rs:35:19\n |\n35 | pub use ability::{Ability, AbilityScores};\n | ^^^^^^^ ^^^^^^^^^^^^^\n\nwarning: unused imports: `ArmorCategory`, `ArmorType`, and `Armor`\n --> src/dnd/mod.rs:36:17\n |\n36 | pub use armor::{Armor, ArmorCategory, ArmorType};\n | ^^^^^ ^^^^^^^^^^^^^ ^^^^^^^^^\n\nwarning: unused import: `AttackResult`\n --> src/dnd/mod.rs:37:18\n |\n37 | pub use combat::{AttackResult, DamageType};\n | ^^^^^^^^^^^^\n\nwarning: unused imports: `ArmorClass`, `CharacterSheet`, `Equipment`, `Proficiencies`, and `Skills`\n --> src/dnd/mod.rs:38:22\n |\n38 | pub use components::{ArmorClass, CharacterSheet, Equipment, Proficiencies, Skills};\n | ^^^^^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^^^^^ ^^^^^^\n\nwarning: unused imports: `DiceRoll`, `DiceType`, and `Dice`\n --> src/dnd/mod.rs:39:16\n |\n39 | pub use dice::{Dice, DiceRoll, DiceType};\n | ^^^^ ^^^^^^^^ ^^^^^^^^\n\nwarning: unused imports: `ChallengeRating` and `MonsterTemplate`\n --> src/dnd/mod.rs:40:20\n |\n40 | pub use monsters::{ChallengeRating, MonsterTemplate};\n | ^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^\n\nwarning: unused imports: `WeaponCategory`, `WeaponProperty`, `WeaponType`, and `Weapon`\n --> src/dnd/mod.rs:41:19\n |\n41 | pub use weapons::{Weapon, WeaponCategory, WeaponProperty, WeaponType};\n | ^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/dnd/combat.rs:309:24\n |\n309 | mut attack_events: EventReader<AttackEvent>,\n | ^^^^^^^^^^^\n |\n = note: `#[warn(deprecated)]` on by default\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/dnd/combat.rs:310:24",
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"stdout": " Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765151501447)\nerror[E0603]: enum import `DamageType` is private\n --> src/dnd/mod.rs:37:32\n |\n37 | pub use combat::{AttackResult, DamageType};\n | ^^^^^^^^^^ private enum import\n |\nnote: the enum import `DamageType` is defined here...\n --> src/dnd/combat.rs:15:22\n |\n15 | use super::weapons::{DamageType, Weapon, WeaponProperty};\n | ^^^^^^^^^^\nnote: ...and refers to the enum `DamageType` which is defined here\n --> src/dnd/weapons.rs:64:1\n |\n64 | pub enum DamageType {\n | ^^^^^^^^^^^^^^^^^^^ you could import this directly\nhelp: import `DamageType` through the re-export\n |\n37 | pub use combat::{AttackResult, weapons::DamageType};\n | +++++++++\n\nwarning: unused imports: `Deserialize` and `Serialize`\n --> src/dnd/combat.rs:10:13\n |\n10 | use serde::{Deserialize, Serialize};\n | ^^^^^^^^^^^ ^^^^^^^^^\n |\n = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default\n\nwarning: unused import: `HitPoints`\n --> src/dnd/combat.rs:13:37\n |\n13 | use super::components::{ArmorClass, HitPoints, Level, Proficiencies};\n | ^^^^^^^^^\n\nwarning: unused import: `DiceType`\n --> src/dnd/combat.rs:14:47\n |\n14 | use super::dice::{Dice, DiceRoll, DiceRoller, DiceType};\n | ^^^^^^^^\n\nwarning: unused imports: `ArmorClass`, `HitPoints`, `Level`, `Proficiencies`, and `Skills`\n --> src/dnd/monsters.rs:12:25\n |\n12 | use super::components::{ArmorClass, HitPoints, Level, Proficiencies, Skills};\n | ^^^^^^^^^^ ^^^^^^^^^ ^^^^^ ^^^^^^^^^^^^^ ^^^^^^\n\nwarning: unused imports: `AbilityScores` and `Ability`\n --> src/dnd/mod.rs:35:19\n |\n35 | pub use ability::{Ability, AbilityScores};\n | ^^^^^^^ ^^^^^^^^^^^^^\n\nwarning: unused imports: `ArmorCategory`, `ArmorType`, and `Armor`\n --> src/dnd/mod.rs:36:17\n |\n36 | pub use armor::{Armor, ArmorCategory, ArmorType};\n | ^^^^^ ^^^^^^^^^^^^^ ^^^^^^^^^\n\nwarning: unused import: `AttackResult`\n --> src/dnd/mod.rs:37:18\n |\n37 | pub use combat::{AttackResult, DamageType};\n | ^^^^^^^^^^^^\n\nwarning: unused imports: `ArmorClass`, `CharacterSheet`, `Equipment`, `Proficiencies`, and `Skills`\n --> src/dnd/mod.rs:38:22\n |\n38 | pub use components::{ArmorClass, CharacterSheet, Equipment, Proficiencies, Skills};\n | ^^^^^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^^^^^ ^^^^^^\n\nwarning: unused imports: `DiceRoll`, `DiceType`, and `Dice`\n --> src/dnd/mod.rs:39:16\n |\n39 | pub use dice::{Dice, DiceRoll, DiceType};\n | ^^^^ ^^^^^^^^ ^^^^^^^^\n\nwarning: unused imports: `ChallengeRating` and `MonsterTemplate`\n --> src/dnd/mod.rs:40:20\n |\n40 | pub use monsters::{ChallengeRating, MonsterTemplate};\n | ^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^\n\nwarning: unused imports: `WeaponCategory`, `WeaponProperty`, `WeaponType`, and `Weapon`\n --> src/dnd/mod.rs:41:19\n |\n41 | pub use weapons::{Weapon, WeaponCategory, WeaponProperty, WeaponType};\n | ^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^\n\nwarning: use of deprecated type alias `bevy::prelude::EventReader`: Renamed to `MessageReader`.\n --> src/dnd/combat.rs:309:24\n |\n309 | mut attack_events: EventReader<AttackEvent>,\n | ^^^^^^^^^^^\n |\n = note: `#[warn(deprecated)]` on by default\n\nwarning: use of deprecated type alias `bevy::prelude::EventWriter`: Renamed to `MessageWriter`.\n --> src/dnd/combat.rs:310:24",
"stderr": "",
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{
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"text": "Let me fix these issues:"
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"originalFile": "//! D&D 5e SRD rules implementation.\n//!\n//! This module implements core D&D 5e mechanics including:\n//! - Ability scores and modifiers\n//! - Dice rolling system\n//! - Armor Class calculations\n//! - Combat mechanics (attack rolls, damage)\n//! - Equipment (weapons, armor)\n//! - Character data (races, classes)\n\npub mod ability;\npub mod armor;\npub mod combat;\npub mod components;\npub mod dice;\npub mod monsters;\npub mod weapons;\n\nuse bevy::prelude::*;\n\n/// Plugin for D&D 5e rules systems.\npub fn plugin(app: &mut App) {\n app.add_plugins((\n ability::plugin,\n components::plugin,\n dice::plugin,\n weapons::plugin,\n armor::plugin,\n combat::plugin,\n monsters::plugin,\n ));\n}\n\n// Re-export commonly used types\npub use ability::{Ability, AbilityScores};\npub use armor::{Armor, ArmorCategory, ArmorType};\npub use combat::{AttackResult, DamageType};\npub use components::{ArmorClass, CharacterSheet, Equipment, Proficiencies, Skills};\npub use dice::{Dice, DiceRoll, DiceType};\npub use monsters::{ChallengeRating, MonsterTemplate};\npub use weapons::{Weapon, WeaponCategory, WeaponProperty, WeaponType};\n",
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" pub use armor::{Armor, ArmorCategory, ArmorType};",
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"+pub use combat::AttackResult;",
"+pub use weapons::DamageType;",
" pub use components::{ArmorClass, CharacterSheet, Equipment, Proficiencies, Skills};",
" pub use dice::{Dice, DiceRoll, DiceType};",
" pub use monsters::{ChallengeRating, MonsterTemplate};"
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"content": "The file /tmp/gh-issue-solver-1765151501447/src/dnd/combat.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 6→//! - Critical hits\n 7→//! - Advantage/Disadvantage\n 8→\n 9→use bevy::prelude::*;\n 10→\n 11→use super::ability::{Ability, AbilityScores};\n 12→use super::components::{ArmorClass, HitPoints, Level, Proficiencies};\n 13→use super::dice::{Dice, DiceRoll, DiceRoller, DiceType};\n 14→use super::weapons::{DamageType, Weapon, WeaponProperty};"
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"originalFile": "//! D&D 5e Combat System.\n//!\n//! Implements combat mechanics including:\n//! - Attack rolls (d20 + modifiers vs AC)\n//! - Damage rolls\n//! - Critical hits\n//! - Advantage/Disadvantage\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse super::ability::{Ability, AbilityScores};\nuse super::components::{ArmorClass, HitPoints, Level, Proficiencies};\nuse super::dice::{Dice, DiceRoll, DiceRoller, DiceType};\nuse super::weapons::{DamageType, Weapon, WeaponProperty};\n\n/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_event::<AttackEvent>()\n .add_event::<DamageEvent>()\n .add_systems(Update, process_attacks);\n}\n\n/// Event for initiating an attack.\n#[derive(Event, Debug, Clone)]\npub struct AttackEvent {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}\n\n/// Advantage/disadvantage state.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]\npub enum AttackModifier {\n #[default]\n Normal,\n Advantage,\n Disadvantage,\n}\n\nuse super::weapons::WeaponType;\n\n/// Event for applying damage.\n#[derive(Event, Debug, Clone)]\npub struct DamageEvent {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}\n\n/// Result of an attack roll.\n#[derive(Debug, Clone)]\npub struct AttackResult {\n /// The d20 roll.\n pub attack_roll: DiceRoll,\n /// Total attack bonus applied.\n pub attack_bonus: i32,\n /// Final attack total.\n pub total: i32,\n /// Target's AC.\n pub target_ac: i32,\n /// Whether the attack hit.\n pub hit: bool,\n /// Whether this was a critical hit (natural 20).\n pub critical: bool,\n /// Whether this was a critical miss (natural 1).\n pub fumble: bool,\n /// Damage roll (if hit).\n pub damage: Option<DiceRoll>,\n /// Total damage dealt.\n pub damage_total: i32,\n /// Type of damage.\n pub damage_type: DamageType,\n}\n\nimpl AttackResult {\n /// Create a miss result.\n pub fn miss(attack_roll: DiceRoll, attack_bonus: i32, target_ac: i32) -> Self {\n let total = attack_roll.total + attack_bonus;\n let fumble = attack_roll.is_natural_1();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: false,\n critical: false,\n fumble,\n damage: None,\n damage_total: 0,\n damage_type: DamageType::Bludgeoning,\n }\n }\n\n /// Create a hit result.\n pub fn hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n let critical = attack_roll.is_natural_20();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Create a critical hit result.\n pub fn critical_hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical: true,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Get a description of the result.\n pub fn description(&self) -> String {\n if self.fumble {\n \"Critical miss!\".to_string()\n } else if self.critical {\n format!(\n \"Critical hit! {} {} damage!\",\n self.damage_total,\n self.damage_type.name()\n )\n } else if self.hit {\n format!(\n \"Hit for {} {} damage.\",\n self.damage_total,\n self.damage_type.name()\n )\n } else {\n format!(\n \"Miss. ({} vs AC {})\",\n self.total, self.target_ac\n )\n }\n }\n}\n\n/// Calculate attack bonus for a weapon attack.\npub fn calculate_attack_bonus(\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n let ability_mod = ability_scores.modifier(ability);\n\n // Add proficiency if proficient\n let prof_bonus = if proficiencies.is_weapon_proficient(weapon) {\n level.proficiency_bonus()\n } else {\n 0\n };\n\n // Add magic bonus\n ability_mod + prof_bonus + weapon.magic_bonus\n}\n\n/// Calculate damage bonus for a weapon attack.\npub fn calculate_damage_bonus(ability_scores: &AbilityScores, weapon: &Weapon) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n ability_scores.modifier(ability) + weapon.magic_bonus\n}\n\n/// Perform a weapon attack.\npub fn make_attack(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n target_ac: i32,\n modifier: AttackModifier,\n) -> AttackResult {\n let attack_bonus = calculate_attack_bonus(ability_scores, proficiencies, level, weapon);\n\n // Roll d20 with advantage/disadvantage\n let attack_roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n // Natural 1 always misses\n if attack_roll.is_natural_1() {\n return AttackResult::miss(attack_roll, attack_bonus, target_ac);\n }\n\n // Natural 20 always hits and is a critical\n let is_critical = attack_roll.is_natural_20();\n let total = attack_roll.total + attack_bonus;\n\n if is_critical || total >= target_ac {\n // Hit - roll damage\n let data = weapon.data();\n let damage_bonus = calculate_damage_bonus(ability_scores, weapon);\n\n let damage_dice = if is_critical {\n // Critical: double the dice\n Dice::new(\n data.damage.count * 2,\n data.damage.die_type,\n damage_bonus,\n )\n } else {\n Dice::new(data.damage.count, data.damage.die_type, damage_bonus)\n };\n\n let damage_roll = dice_roller.roll(&damage_dice);\n\n if is_critical {\n AttackResult::critical_hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n } else {\n AttackResult::hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n }\n } else {\n AttackResult::miss(attack_roll, attack_bonus, target_ac)\n }\n}\n\n/// Calculate saving throw DC based on ability.\npub fn calculate_save_dc(ability_scores: &AbilityScores, level: &Level, ability: Ability) -> i32 {\n 8 + level.proficiency_bonus() + ability_scores.modifier(ability)\n}\n\n/// Perform a saving throw.\npub fn make_saving_throw(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n ability: Ability,\n dc: i32,\n modifier: AttackModifier,\n) -> (DiceRoll, bool) {\n // Roll d20 with advantage/disadvantage\n let roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n let save_bonus = proficiencies.save_modifier(ability, ability_scores, level.proficiency_bonus());\n let total = roll.total + save_bonus;\n\n (roll, total >= dc)\n}\n\n/// Process attack events.\nfn process_attacks(\n mut attack_events: EventReader<AttackEvent>,\n mut damage_events: EventWriter<DamageEvent>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for event in attack_events.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(event.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(event.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = event.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n event.advantage,\n );\n\n if result.hit {\n damage_events.send(DamageEvent {\n target: event.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(event.attacker),\n is_critical: result.critical,\n });\n }\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_attack_bonus_calculation() {\n let scores = AbilityScores::new(16, 14, 10, 10, 10, 10); // +3 STR, +2 DEX\n let mut profs = Proficiencies::default();\n profs.martial_weapons = true;\n let level = Level::new(5); // +3 proficiency\n\n // Longsword (STR weapon, martial)\n let longsword = Weapon::new(WeaponType::Longsword);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &longsword);\n assert_eq!(bonus, 6); // +3 STR + 3 prof\n\n // Rapier (finesse weapon, uses DEX if higher)\n let rapier = Weapon::new(WeaponType::Rapier);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &rapier);\n assert_eq!(bonus, 6); // Uses STR (+3) since it's higher than DEX (+2)\n\n // Test with higher DEX\n let dex_scores = AbilityScores::new(10, 18, 10, 10, 10, 10); // +0 STR, +4 DEX\n let bonus = calculate_attack_bonus(&dex_scores, &profs, &level, &rapier);\n assert_eq!(bonus, 7); // +4 DEX + 3 prof\n }\n\n #[test]\n fn test_save_dc() {\n let scores = AbilityScores::new(10, 10, 14, 16, 10, 10); // +3 INT\n let level = Level::new(5); // +3 prof\n\n let dc = calculate_save_dc(&scores, &level, Ability::Intelligence);\n assert_eq!(dc, 14); // 8 + 3 prof + 3 INT\n }\n}\n",
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"newString": "use super::components::{ArmorClass, Level, Proficiencies};\nuse super::dice::{Dice, DiceRoll, DiceRoller};",
"originalFile": "//! D&D 5e Combat System.\n//!\n//! Implements combat mechanics including:\n//! - Attack rolls (d20 + modifiers vs AC)\n//! - Damage rolls\n//! - Critical hits\n//! - Advantage/Disadvantage\n\nuse bevy::prelude::*;\n\nuse super::ability::{Ability, AbilityScores};\nuse super::components::{ArmorClass, HitPoints, Level, Proficiencies};\nuse super::dice::{Dice, DiceRoll, DiceRoller, DiceType};\nuse super::weapons::{DamageType, Weapon, WeaponProperty};\n\n/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_event::<AttackEvent>()\n .add_event::<DamageEvent>()\n .add_systems(Update, process_attacks);\n}\n\n/// Event for initiating an attack.\n#[derive(Event, Debug, Clone)]\npub struct AttackEvent {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}\n\n/// Advantage/disadvantage state.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]\npub enum AttackModifier {\n #[default]\n Normal,\n Advantage,\n Disadvantage,\n}\n\nuse super::weapons::WeaponType;\n\n/// Event for applying damage.\n#[derive(Event, Debug, Clone)]\npub struct DamageEvent {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}\n\n/// Result of an attack roll.\n#[derive(Debug, Clone)]\npub struct AttackResult {\n /// The d20 roll.\n pub attack_roll: DiceRoll,\n /// Total attack bonus applied.\n pub attack_bonus: i32,\n /// Final attack total.\n pub total: i32,\n /// Target's AC.\n pub target_ac: i32,\n /// Whether the attack hit.\n pub hit: bool,\n /// Whether this was a critical hit (natural 20).\n pub critical: bool,\n /// Whether this was a critical miss (natural 1).\n pub fumble: bool,\n /// Damage roll (if hit).\n pub damage: Option<DiceRoll>,\n /// Total damage dealt.\n pub damage_total: i32,\n /// Type of damage.\n pub damage_type: DamageType,\n}\n\nimpl AttackResult {\n /// Create a miss result.\n pub fn miss(attack_roll: DiceRoll, attack_bonus: i32, target_ac: i32) -> Self {\n let total = attack_roll.total + attack_bonus;\n let fumble = attack_roll.is_natural_1();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: false,\n critical: false,\n fumble,\n damage: None,\n damage_total: 0,\n damage_type: DamageType::Bludgeoning,\n }\n }\n\n /// Create a hit result.\n pub fn hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n let critical = attack_roll.is_natural_20();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Create a critical hit result.\n pub fn critical_hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical: true,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Get a description of the result.\n pub fn description(&self) -> String {\n if self.fumble {\n \"Critical miss!\".to_string()\n } else if self.critical {\n format!(\n \"Critical hit! {} {} damage!\",\n self.damage_total,\n self.damage_type.name()\n )\n } else if self.hit {\n format!(\n \"Hit for {} {} damage.\",\n self.damage_total,\n self.damage_type.name()\n )\n } else {\n format!(\n \"Miss. ({} vs AC {})\",\n self.total, self.target_ac\n )\n }\n }\n}\n\n/// Calculate attack bonus for a weapon attack.\npub fn calculate_attack_bonus(\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n let ability_mod = ability_scores.modifier(ability);\n\n // Add proficiency if proficient\n let prof_bonus = if proficiencies.is_weapon_proficient(weapon) {\n level.proficiency_bonus()\n } else {\n 0\n };\n\n // Add magic bonus\n ability_mod + prof_bonus + weapon.magic_bonus\n}\n\n/// Calculate damage bonus for a weapon attack.\npub fn calculate_damage_bonus(ability_scores: &AbilityScores, weapon: &Weapon) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n ability_scores.modifier(ability) + weapon.magic_bonus\n}\n\n/// Perform a weapon attack.\npub fn make_attack(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n target_ac: i32,\n modifier: AttackModifier,\n) -> AttackResult {\n let attack_bonus = calculate_attack_bonus(ability_scores, proficiencies, level, weapon);\n\n // Roll d20 with advantage/disadvantage\n let attack_roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n // Natural 1 always misses\n if attack_roll.is_natural_1() {\n return AttackResult::miss(attack_roll, attack_bonus, target_ac);\n }\n\n // Natural 20 always hits and is a critical\n let is_critical = attack_roll.is_natural_20();\n let total = attack_roll.total + attack_bonus;\n\n if is_critical || total >= target_ac {\n // Hit - roll damage\n let data = weapon.data();\n let damage_bonus = calculate_damage_bonus(ability_scores, weapon);\n\n let damage_dice = if is_critical {\n // Critical: double the dice\n Dice::new(\n data.damage.count * 2,\n data.damage.die_type,\n damage_bonus,\n )\n } else {\n Dice::new(data.damage.count, data.damage.die_type, damage_bonus)\n };\n\n let damage_roll = dice_roller.roll(&damage_dice);\n\n if is_critical {\n AttackResult::critical_hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n } else {\n AttackResult::hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n }\n } else {\n AttackResult::miss(attack_roll, attack_bonus, target_ac)\n }\n}\n\n/// Calculate saving throw DC based on ability.\npub fn calculate_save_dc(ability_scores: &AbilityScores, level: &Level, ability: Ability) -> i32 {\n 8 + level.proficiency_bonus() + ability_scores.modifier(ability)\n}\n\n/// Perform a saving throw.\npub fn make_saving_throw(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n ability: Ability,\n dc: i32,\n modifier: AttackModifier,\n) -> (DiceRoll, bool) {\n // Roll d20 with advantage/disadvantage\n let roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n let save_bonus = proficiencies.save_modifier(ability, ability_scores, level.proficiency_bonus());\n let total = roll.total + save_bonus;\n\n (roll, total >= dc)\n}\n\n/// Process attack events.\nfn process_attacks(\n mut attack_events: EventReader<AttackEvent>,\n mut damage_events: EventWriter<DamageEvent>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for event in attack_events.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(event.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(event.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = event.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n event.advantage,\n );\n\n if result.hit {\n damage_events.send(DamageEvent {\n target: event.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(event.attacker),\n is_critical: result.critical,\n });\n }\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_attack_bonus_calculation() {\n let scores = AbilityScores::new(16, 14, 10, 10, 10, 10); // +3 STR, +2 DEX\n let mut profs = Proficiencies::default();\n profs.martial_weapons = true;\n let level = Level::new(5); // +3 proficiency\n\n // Longsword (STR weapon, martial)\n let longsword = Weapon::new(WeaponType::Longsword);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &longsword);\n assert_eq!(bonus, 6); // +3 STR + 3 prof\n\n // Rapier (finesse weapon, uses DEX if higher)\n let rapier = Weapon::new(WeaponType::Rapier);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &rapier);\n assert_eq!(bonus, 6); // Uses STR (+3) since it's higher than DEX (+2)\n\n // Test with higher DEX\n let dex_scores = AbilityScores::new(10, 18, 10, 10, 10, 10); // +0 STR, +4 DEX\n let bonus = calculate_attack_bonus(&dex_scores, &profs, &level, &rapier);\n assert_eq!(bonus, 7); // +4 DEX + 3 prof\n }\n\n #[test]\n fn test_save_dc() {\n let scores = AbilityScores::new(10, 10, 14, 16, 10, 10); // +3 INT\n let level = Level::new(5); // +3 prof\n\n let dc = calculate_save_dc(&scores, &level, Ability::Intelligence);\n assert_eq!(dc, 14); // 8 + 3 prof + 3 INT\n }\n}\n",
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" use bevy::prelude::*;",
" ",
" use super::ability::{Ability, AbilityScores};",
"-use super::components::{ArmorClass, HitPoints, Level, Proficiencies};",
"-use super::dice::{Dice, DiceRoll, DiceRoller, DiceType};",
"+use super::components::{ArmorClass, Level, Proficiencies};",
"+use super::dice::{Dice, DiceRoll, DiceRoller};",
" use super::weapons::{DamageType, Weapon, WeaponProperty};",
" ",
" /// Plugin for combat systems."
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"content": "The file /tmp/gh-issue-solver-1765151501447/src/dnd/monsters.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 8→use serde::{Deserialize, Serialize};\n 9→\n 10→use super::ability::AbilityScores;\n 11→use super::armor::ArmorType;\n 12→use super::dice::{Dice, DiceType};\n 13→use super::weapons::{DamageType, WeaponType};\n 14→\n 15→/// Plugin for monster systems.\n 16→pub fn plugin(app: &mut App) {"
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"originalFile": "//! D&D 5e Monster Templates.\n//!\n//! Provides SRD monster stat blocks that can be used as templates\n//! for spawning monsters. The AI \"Flavor Engine\" can customize\n//! names and descriptions while the mechanical stats remain fixed.\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse super::ability::AbilityScores;\nuse super::armor::ArmorType;\nuse super::components::{ArmorClass, HitPoints, Level, Proficiencies, Skills};\nuse super::dice::{Dice, DiceType};\nuse super::weapons::{DamageType, WeaponType};\n\n/// Plugin for monster systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<MonsterDatabase>()\n .register_type::<MonsterTemplate>();\n}\n\n/// Challenge Rating for monsters.\n#[derive(Debug, Clone, Copy, PartialEq, Reflect, Serialize, Deserialize)]\npub enum ChallengeRating {\n Zero,\n Eighth, // 1/8\n Quarter, // 1/4\n Half, // 1/2\n One,\n Two,\n Three,\n Four,\n Five,\n Six,\n Seven,\n Eight,\n Nine,\n Ten,\n // Higher CRs can be added as needed\n}\n\nimpl ChallengeRating {\n /// Get the XP value for this CR.\n pub fn xp(&self) -> i32 {\n match self {\n ChallengeRating::Zero => 0,\n ChallengeRating::Eighth => 25,\n ChallengeRating::Quarter => 50,\n ChallengeRating::Half => 100,\n ChallengeRating::One => 200,\n ChallengeRating::Two => 450,\n ChallengeRating::Three => 700,\n ChallengeRating::Four => 1100,\n ChallengeRating::Five => 1800,\n ChallengeRating::Six => 2300,\n ChallengeRating::Seven => 2900,\n ChallengeRating::Eight => 3900,\n ChallengeRating::Nine => 5000,\n ChallengeRating::Ten => 5900,\n }\n }\n\n /// Get the proficiency bonus for this CR.\n pub fn proficiency_bonus(&self) -> i32 {\n match self {\n ChallengeRating::Zero\n | ChallengeRating::Eighth\n | ChallengeRating::Quarter\n | ChallengeRating::Half\n | ChallengeRating::One\n | ChallengeRating::Two\n | ChallengeRating::Three\n | ChallengeRating::Four => 2,\n ChallengeRating::Five\n | ChallengeRating::Six\n | ChallengeRating::Seven\n | ChallengeRating::Eight => 3,\n ChallengeRating::Nine | ChallengeRating::Ten => 4,\n }\n }\n\n /// Display string for the CR.\n pub fn display(&self) -> &'static str {\n match self {\n ChallengeRating::Zero => \"0\",\n ChallengeRating::Eighth => \"1/8\",\n ChallengeRating::Quarter => \"1/4\",\n ChallengeRating::Half => \"1/2\",\n ChallengeRating::One => \"1\",\n ChallengeRating::Two => \"2\",\n ChallengeRating::Three => \"3\",\n ChallengeRating::Four => \"4\",\n ChallengeRating::Five => \"5\",\n ChallengeRating::Six => \"6\",\n ChallengeRating::Seven => \"7\",\n ChallengeRating::Eight => \"8\",\n ChallengeRating::Nine => \"9\",\n ChallengeRating::Ten => \"10\",\n }\n }\n}\n\n/// Size category for creatures.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize, Default)]\npub enum CreatureSize {\n Tiny,\n Small,\n #[default]\n Medium,\n Large,\n Huge,\n Gargantuan,\n}\n\nimpl CreatureSize {\n /// Get the hit die type for this size.\n pub fn hit_die(&self) -> DiceType {\n match self {\n CreatureSize::Tiny => DiceType::D4,\n CreatureSize::Small => DiceType::D6,\n CreatureSize::Medium => DiceType::D8,\n CreatureSize::Large => DiceType::D10,\n CreatureSize::Huge => DiceType::D12,\n CreatureSize::Gargantuan => DiceType::D20,\n }\n }\n}\n\n/// Creature type (for damage resistances/immunities).\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect, Serialize, Deserialize)]\npub enum CreatureType {\n Aberration,\n Beast,\n Celestial,\n Construct,\n Dragon,\n Elemental,\n Fey,\n Fiend,\n Giant,\n Humanoid,\n Monstrosity,\n Ooze,\n Plant,\n Undead,\n}\n\n/// Known monster types from the SRD.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect, Serialize, Deserialize)]\npub enum MonsterType {\n // CR 1/4\n Skeleton,\n Zombie,\n Goblin,\n Kobold,\n // CR 1/2\n Orc,\n Hobgoblin,\n // CR 1\n Ghoul,\n Bugbear,\n // CR 2\n Ogre,\n Ghast,\n // Higher CR\n Troll,\n Wraith,\n // Demons (various CR)\n Imp,\n Quasit,\n}\n\n/// Template for spawning a monster with SRD stats.\n#[derive(Component, Debug, Clone, Reflect)]\n#[reflect(Component)]\npub struct MonsterTemplate {\n /// Base monster type.\n pub monster_type: MonsterType,\n /// AI-generated custom name (e.g., \"Snaggletooth the Rotting\").\n pub custom_name: Option<String>,\n /// AI-generated visual description.\n pub visual_description: Option<String>,\n /// AI-generated weapon flavor (e.g., \"Rusted Pickaxe\").\n pub weapon_flavor: Option<String>,\n /// AI-generated armor flavor (e.g., \"Moldy Leather Armor\").\n pub armor_flavor: Option<String>,\n}\n\nimpl MonsterTemplate {\n /// Create a new monster template.\n pub fn new(monster_type: MonsterType) -> Self {\n Self {\n monster_type,\n custom_name: None,\n visual_description: None,\n weapon_flavor: None,\n armor_flavor: None,\n }\n }\n\n /// Set a custom name.\n pub fn with_name(mut self, name: impl Into<String>) -> Self {\n self.custom_name = Some(name.into());\n self\n }\n\n /// Set a visual description.\n pub fn with_description(mut self, desc: impl Into<String>) -> Self {\n self.visual_description = Some(desc.into());\n self\n }\n\n /// Get the display name (custom or default).\n pub fn display_name(&self) -> String {\n if let Some(ref name) = self.custom_name {\n name.clone()\n } else {\n self.monster_type.data().name.to_string()\n }\n }\n\n /// Get the base monster data.\n pub fn data(&self) -> &'static MonsterData {\n self.monster_type.data()\n }\n}\n\n/// Static monster data from the SRD.\n#[derive(Debug, Clone)]\npub struct MonsterData {\n pub name: &'static str,\n pub size: CreatureSize,\n pub creature_type: CreatureType,\n pub challenge_rating: ChallengeRating,\n pub ability_scores: AbilityScores,\n pub armor_class: i32,\n pub armor_type: Option<ArmorType>,\n pub hit_dice: Dice,\n pub speed: i32,\n pub primary_weapon: WeaponType,\n pub damage_vulnerabilities: &'static [DamageType],\n pub damage_resistances: &'static [DamageType],\n pub damage_immunities: &'static [DamageType],\n pub darkvision: i32,\n pub passive_perception: i32,\n}\n\nimpl MonsterType {\n /// Get the SRD data for this monster type.\n pub fn data(&self) -> &'static MonsterData {\n match self {\n MonsterType::Skeleton => &SKELETON,\n MonsterType::Zombie => &ZOMBIE,\n MonsterType::Goblin => &GOBLIN,\n MonsterType::Kobold => &KOBOLD,\n MonsterType::Orc => &ORC,\n MonsterType::Hobgoblin => &HOBGOBLIN,\n MonsterType::Ghoul => &GHOUL,\n MonsterType::Bugbear => &BUGBEAR,\n MonsterType::Ogre => &OGRE,\n MonsterType::Ghast => &GHAST,\n MonsterType::Troll => &TROLL,\n MonsterType::Wraith => &WRAITH,\n MonsterType::Imp => &IMP,\n MonsterType::Quasit => &QUASIT,\n }\n }\n\n /// Get a glyph for TUI rendering.\n pub fn glyph(&self) -> char {\n match self {\n MonsterType::Skeleton => 's',\n MonsterType::Zombie => 'Z',\n MonsterType::Goblin => 'g',\n MonsterType::Kobold => 'k',\n MonsterType::Orc => 'o',\n MonsterType::Hobgoblin => 'H',\n MonsterType::Ghoul => 'G',\n MonsterType::Bugbear => 'B',\n MonsterType::Ogre => 'O',\n MonsterType::Ghast => 'G',\n MonsterType::Troll => 'T',\n MonsterType::Wraith => 'W',\n MonsterType::Imp => 'i',\n MonsterType::Quasit => 'q',\n }\n }\n}\n\n// SRD Monster Stat Blocks\n\nstatic SKELETON: MonsterData = MonsterData {\n name: \"Skeleton\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Quarter,\n ability_scores: AbilityScores {\n strength: 10,\n dexterity: 14,\n constitution: 15,\n intelligence: 6,\n wisdom: 8,\n charisma: 5,\n },\n armor_class: 13,\n armor_type: None, // Armor scraps\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D8,\n modifier: 4, // 2 * CON mod (+2)\n },\n speed: 30,\n primary_weapon: WeaponType::Shortsword,\n damage_vulnerabilities: &[DamageType::Bludgeoning],\n damage_resistances: &[],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 9,\n};\n\nstatic ZOMBIE: MonsterData = MonsterData {\n name: \"Zombie\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Quarter,\n ability_scores: AbilityScores {\n strength: 13,\n dexterity: 6,\n constitution: 16,\n intelligence: 3,\n wisdom: 6,\n charisma: 5,\n },\n armor_class: 8,\n armor_type: None,\n hit_dice: Dice {\n count: 3,\n die_type: DiceType::D8,\n modifier: 9, // 3 * CON mod (+3)\n },\n speed: 20,\n primary_weapon: WeaponType::Unarmed, // Slam attack\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 8,\n};\n\nstatic GOBLIN: MonsterData = MonsterData {\n name: \"Goblin\",\n size: CreatureSize::Small,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Quarter,\n ability_scores: AbilityScores {\n strength: 8,\n dexterity: 14,\n constitution: 10,\n intelligence: 10,\n wisdom: 8,\n charisma: 8,\n },\n armor_class: 15, // Leather armor + shield\n armor_type: Some(ArmorType::Leather),\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D6,\n modifier: 0,\n },\n speed: 30,\n primary_weapon: WeaponType::Scimitar,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 9,\n};\n\nstatic KOBOLD: MonsterData = MonsterData {\n name: \"Kobold\",\n size: CreatureSize::Small,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Eighth,\n ability_scores: AbilityScores {\n strength: 7,\n dexterity: 15,\n constitution: 9,\n intelligence: 8,\n wisdom: 7,\n charisma: 8,\n },\n armor_class: 12,\n armor_type: None,\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D6,\n modifier: -2,\n },\n speed: 30,\n primary_weapon: WeaponType::Dagger,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 8,\n};\n\nstatic ORC: MonsterData = MonsterData {\n name: \"Orc\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Half,\n ability_scores: AbilityScores {\n strength: 16,\n dexterity: 12,\n constitution: 16,\n intelligence: 7,\n wisdom: 11,\n charisma: 10,\n },\n armor_class: 13, // Hide armor\n armor_type: Some(ArmorType::Hide),\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D8,\n modifier: 6, // 2 * CON mod (+3)\n },\n speed: 30,\n primary_weapon: WeaponType::Greataxe,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic HOBGOBLIN: MonsterData = MonsterData {\n name: \"Hobgoblin\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::Half,\n ability_scores: AbilityScores {\n strength: 13,\n dexterity: 12,\n constitution: 12,\n intelligence: 10,\n wisdom: 10,\n charisma: 9,\n },\n armor_class: 18, // Chain mail + shield\n armor_type: Some(ArmorType::ChainMail),\n hit_dice: Dice {\n count: 2,\n die_type: DiceType::D8,\n modifier: 2,\n },\n speed: 30,\n primary_weapon: WeaponType::Longsword,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic GHOUL: MonsterData = MonsterData {\n name: \"Ghoul\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 13,\n dexterity: 15,\n constitution: 10,\n intelligence: 7,\n wisdom: 10,\n charisma: 6,\n },\n armor_class: 12,\n armor_type: None,\n hit_dice: Dice {\n count: 5,\n die_type: DiceType::D8,\n modifier: 0,\n },\n speed: 30,\n primary_weapon: WeaponType::Unarmed, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic BUGBEAR: MonsterData = MonsterData {\n name: \"Bugbear\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Humanoid,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 15,\n dexterity: 14,\n constitution: 13,\n intelligence: 8,\n wisdom: 11,\n charisma: 9,\n },\n armor_class: 16, // Hide armor + shield\n armor_type: Some(ArmorType::Hide),\n hit_dice: Dice {\n count: 5,\n die_type: DiceType::D8,\n modifier: 5,\n },\n speed: 30,\n primary_weapon: WeaponType::Morningstar,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic OGRE: MonsterData = MonsterData {\n name: \"Ogre\",\n size: CreatureSize::Large,\n creature_type: CreatureType::Giant,\n challenge_rating: ChallengeRating::Two,\n ability_scores: AbilityScores {\n strength: 19,\n dexterity: 8,\n constitution: 16,\n intelligence: 5,\n wisdom: 7,\n charisma: 7,\n },\n armor_class: 11, // Hide armor\n armor_type: Some(ArmorType::Hide),\n hit_dice: Dice {\n count: 7,\n die_type: DiceType::D10,\n modifier: 21, // 7 * CON mod (+3)\n },\n speed: 40,\n primary_weapon: WeaponType::Greatclub,\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 8,\n};\n\nstatic GHAST: MonsterData = MonsterData {\n name: \"Ghast\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Two,\n ability_scores: AbilityScores {\n strength: 16,\n dexterity: 17,\n constitution: 10,\n intelligence: 11,\n wisdom: 10,\n charisma: 8,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 8,\n die_type: DiceType::D8,\n modifier: 0,\n },\n speed: 30,\n primary_weapon: WeaponType::Unarmed, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[DamageType::Necrotic],\n damage_immunities: &[DamageType::Poison],\n darkvision: 60,\n passive_perception: 10,\n};\n\nstatic TROLL: MonsterData = MonsterData {\n name: \"Troll\",\n size: CreatureSize::Large,\n creature_type: CreatureType::Giant,\n challenge_rating: ChallengeRating::Five,\n ability_scores: AbilityScores {\n strength: 18,\n dexterity: 13,\n constitution: 20,\n intelligence: 7,\n wisdom: 9,\n charisma: 7,\n },\n armor_class: 15, // Natural armor\n armor_type: None,\n hit_dice: Dice {\n count: 8,\n die_type: DiceType::D10,\n modifier: 40, // 8 * CON mod (+5)\n },\n speed: 30,\n primary_weapon: WeaponType::Unarmed, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[],\n damage_immunities: &[],\n darkvision: 60,\n passive_perception: 12,\n};\n\nstatic WRAITH: MonsterData = MonsterData {\n name: \"Wraith\",\n size: CreatureSize::Medium,\n creature_type: CreatureType::Undead,\n challenge_rating: ChallengeRating::Five,\n ability_scores: AbilityScores {\n strength: 6,\n dexterity: 16,\n constitution: 16,\n intelligence: 12,\n wisdom: 14,\n charisma: 15,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 9,\n die_type: DiceType::D8,\n modifier: 27, // 9 * CON mod (+3)\n },\n speed: 60, // Flying\n primary_weapon: WeaponType::Unarmed, // Life Drain\n damage_vulnerabilities: &[],\n damage_resistances: &[\n DamageType::Acid,\n DamageType::Cold,\n DamageType::Fire,\n DamageType::Lightning,\n DamageType::Thunder,\n ],\n damage_immunities: &[DamageType::Necrotic, DamageType::Poison],\n darkvision: 60,\n passive_perception: 12,\n};\n\nstatic IMP: MonsterData = MonsterData {\n name: \"Imp\",\n size: CreatureSize::Tiny,\n creature_type: CreatureType::Fiend,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 6,\n dexterity: 17,\n constitution: 13,\n intelligence: 11,\n wisdom: 12,\n charisma: 14,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 3,\n die_type: DiceType::D4,\n modifier: 3,\n },\n speed: 20,\n primary_weapon: WeaponType::Dagger, // Sting\n damage_vulnerabilities: &[],\n damage_resistances: &[DamageType::Cold],\n damage_immunities: &[DamageType::Fire, DamageType::Poison],\n darkvision: 120,\n passive_perception: 11,\n};\n\nstatic QUASIT: MonsterData = MonsterData {\n name: \"Quasit\",\n size: CreatureSize::Tiny,\n creature_type: CreatureType::Fiend,\n challenge_rating: ChallengeRating::One,\n ability_scores: AbilityScores {\n strength: 5,\n dexterity: 17,\n constitution: 10,\n intelligence: 7,\n wisdom: 10,\n charisma: 10,\n },\n armor_class: 13,\n armor_type: None,\n hit_dice: Dice {\n count: 3,\n die_type: DiceType::D4,\n modifier: 0,\n },\n speed: 40,\n primary_weapon: WeaponType::Dagger, // Claws\n damage_vulnerabilities: &[],\n damage_resistances: &[\n DamageType::Cold,\n DamageType::Fire,\n DamageType::Lightning,\n ],\n damage_immunities: &[DamageType::Poison],\n darkvision: 120,\n passive_perception: 10,\n};\n\n/// Database of all monster types for lookup.\n#[derive(Resource)]\npub struct MonsterDatabase {\n monsters: Vec<MonsterType>,\n}\n\nimpl Default for MonsterDatabase {\n fn default() -> Self {\n Self {\n monsters: vec![\n MonsterType::Skeleton,\n MonsterType::Zombie,\n MonsterType::Goblin,\n MonsterType::Kobold,\n MonsterType::Orc,\n MonsterType::Hobgoblin,\n MonsterType::Ghoul,\n MonsterType::Bugbear,\n MonsterType::Ogre,\n MonsterType::Ghast,\n MonsterType::Troll,\n MonsterType::Wraith,\n MonsterType::Imp,\n MonsterType::Quasit,\n ],\n }\n }\n}\n\nimpl MonsterDatabase {\n /// Find monsters by CR.\n pub fn find_by_cr(&self, cr: ChallengeRating) -> Vec<MonsterType> {\n self.monsters\n .iter()\n .filter(|m| m.data().challenge_rating == cr)\n .copied()\n .collect()\n }\n\n /// Find a monster by name (case-insensitive).\n pub fn find_by_name(&self, name: &str) -> Option<MonsterType> {\n let name_lower = name.to_lowercase();\n self.monsters\n .iter()\n .find(|m| m.data().name.to_lowercase() == name_lower)\n .copied()\n }\n\n /// Get all monsters.\n pub fn all(&self) -> &[MonsterType] {\n &self.monsters\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_monster_data() {\n let skeleton = MonsterType::Skeleton.data();\n assert_eq!(skeleton.name, \"Skeleton\");\n assert_eq!(skeleton.challenge_rating, ChallengeRating::Quarter);\n assert_eq!(skeleton.armor_class, 13);\n assert!(skeleton.damage_vulnerabilities.contains(&DamageType::Bludgeoning));\n assert!(skeleton.damage_immunities.contains(&DamageType::Poison));\n }\n\n #[test]\n fn test_monster_database() {\n let db = MonsterDatabase::default();\n let cr_quarter = db.find_by_cr(ChallengeRating::Quarter);\n assert!(cr_quarter.len() >= 3); // Skeleton, Zombie, Goblin, Kobold\n }\n\n #[test]\n fn test_hit_dice() {\n let skeleton = MonsterType::Skeleton.data();\n // 2d8 + 4 (CON +2 per die) = avg 13 HP\n assert_eq!(skeleton.hit_dice.count, 2);\n assert_eq!(skeleton.hit_dice.die_type, DiceType::D8);\n assert_eq!(skeleton.hit_dice.modifier, 4);\n }\n}\n",
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" ",
" use super::ability::AbilityScores;",
" use super::armor::ArmorType;",
"-use super::components::{ArmorClass, HitPoints, Level, Proficiencies, Skills};",
" use super::dice::{Dice, DiceType};",
" use super::weapons::{DamageType, WeaponType};",
" "
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"text": "Now let's update the combat.rs to use Bevy 0.17's Message system instead of Events:"
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"content": " 1→//! D&D 5e Combat System.\n 2→//!\n 3→//! Implements combat mechanics including:\n 4→//! - Attack rolls (d20 + modifiers vs AC)\n 5→//! - Damage rolls\n 6→//! - Critical hits\n 7→//! - Advantage/Disadvantage\n 8→\n 9→use bevy::prelude::*;\n 10→\n 11→use super::ability::{Ability, AbilityScores};\n 12→use super::components::{ArmorClass, Level, Proficiencies};\n 13→use super::dice::{Dice, DiceRoll, DiceRoller};\n 14→use super::weapons::{DamageType, Weapon, WeaponProperty};\n 15→\n 16→/// Plugin for combat systems.\n 17→pub fn plugin(app: &mut App) {\n 18→ app.add_event::<AttackEvent>()\n 19→ .add_event::<DamageEvent>()\n 20→ .add_systems(Update, process_attacks);\n 21→}\n 22→\n 23→/// Event for initiating an attack.\n 24→#[derive(Event, Debug, Clone)]\n 25→pub struct AttackEvent {\n 26→ pub attacker: Entity,\n 27→ pub defender: Entity,\n 28→ pub weapon: Option<WeaponType>,\n 29→ pub advantage: AttackModifier,\n 30→}\n 31→\n 32→/// Advantage/disadvantage state.\n 33→#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]\n 34→pub enum AttackModifier {\n 35→ #[default]\n 36→ Normal,\n 37→ Advantage,\n 38→ Disadvantage,\n 39→}\n 40→\n 41→use super::weapons::WeaponType;\n 42→\n 43→/// Event for applying damage.\n 44→#[derive(Event, Debug, Clone)]\n 45→pub struct DamageEvent {\n 46→ pub target: Entity,\n 47→ pub amount: i32,\n 48→ pub damage_type: DamageType,\n 49→ pub source: Option<Entity>,\n 50→ pub is_critical: bool,\n 51→}\n 52→\n 53→/// Result of an attack roll.\n 54→#[derive(Debug, Clone)]\n 55→pub struct AttackResult {\n 56→ /// The d20 roll.\n 57→ pub attack_roll: DiceRoll,\n 58→ /// Total attack bonus applied.\n 59→ pub attack_bonus: i32,\n 60→ /// Final attack total.\n 61→ pub total: i32,\n 62→ /// Target's AC.\n 63→ pub target_ac: i32,\n 64→ /// Whether the attack hit.\n 65→ pub hit: bool,\n 66→ /// Whether this was a critical hit (natural 20).\n 67→ pub critical: bool,\n 68→ /// Whether this was a critical miss (natural 1).\n 69→ pub fumble: bool,\n 70→ /// Damage roll (if hit).\n 71→ pub damage: Option<DiceRoll>,\n 72→ /// Total damage dealt.\n 73→ pub damage_total: i32,\n 74→ /// Type of damage.\n 75→ pub damage_type: DamageType,\n 76→}\n 77→\n 78→impl AttackResult {\n 79→ /// Create a miss result.\n 80→ pub fn miss(attack_roll: DiceRoll, attack_bonus: i32, target_ac: i32) -> Self {\n 81→ let total = attack_roll.total + attack_bonus;\n 82→ let fumble = attack_roll.is_natural_1();\n 83→ Self {\n 84→ attack_roll,\n 85→ attack_bonus,\n 86→ total,\n 87→ target_ac,\n 88→ hit: false,\n 89→ critical: false,\n 90→ fumble,\n 91→ damage: None,\n 92→ damage_total: 0,\n 93→ damage_type: DamageType::Bludgeoning,\n 94→ }\n 95→ }\n 96→\n 97→ /// Create a hit result.\n 98→ pub fn hit(\n 99→ attack_roll: DiceRoll,\n 100→ attack_bonus: i32,\n 101→ target_ac: i32,\n 102→ damage: DiceRoll,\n 103→ damage_type: DamageType,\n 104→ ) -> Self {\n 105→ let total = attack_roll.total + attack_bonus;\n 106→ let critical = attack_roll.is_natural_20();\n 107→ Self {\n 108→ attack_roll,\n 109→ attack_bonus,\n 110→ total,\n 111→ target_ac,\n 112→ hit: true,\n 113→ critical,\n 114→ fumble: false,\n 115→ damage_total: damage.total,\n 116→ damage: Some(damage),\n 117→ damage_type,\n 118→ }\n 119→ }\n 120→\n 121→ /// Create a critical hit result.\n 122→ pub fn critical_hit(\n 123→ attack_roll: DiceRoll,\n 124→ attack_bonus: i32,\n 125→ target_ac: i32,\n 126→ damage: DiceRoll,\n 127→ damage_type: DamageType,\n 128→ ) -> Self {\n 129→ let total = attack_roll.total + attack_bonus;\n 130→ Self {\n 131→ attack_roll,\n 132→ attack_bonus,\n 133→ total,\n 134→ target_ac,\n 135→ hit: true,\n 136→ critical: true,\n 137→ fumble: false,\n 138→ damage_total: damage.total,\n 139→ damage: Some(damage),\n 140→ damage_type,\n 141→ }\n 142→ }\n 143→\n 144→ /// Get a description of the result.\n 145→ pub fn description(&self) -> String {\n 146→ if self.fumble {\n 147→ \"Critical miss!\".to_string()\n 148→ } else if self.critical {\n 149→ format!(\n 150→ \"Critical hit! {} {} damage!\",\n 151→ self.damage_total,\n 152→ self.damage_type.name()\n 153→ )\n 154→ } else if self.hit {\n 155→ format!(\n 156→ \"Hit for {} {} damage.\",\n 157→ self.damage_total,\n 158→ self.damage_type.name()\n 159→ )\n 160→ } else {\n 161→ format!(\n 162→ \"Miss. ({} vs AC {})\",\n 163→ self.total, self.target_ac\n 164→ )\n 165→ }\n 166→ }\n 167→}\n 168→\n 169→/// Calculate attack bonus for a weapon attack.\n 170→pub fn calculate_attack_bonus(\n 171→ ability_scores: &AbilityScores,\n 172→ proficiencies: &Proficiencies,\n 173→ level: &Level,\n 174→ weapon: &Weapon,\n 175→) -> i32 {\n 176→ let data = weapon.data();\n 177→\n 178→ // Determine which ability to use\n 179→ let ability = if data.has_property(WeaponProperty::Finesse) {\n 180→ // Finesse: use higher of STR or DEX\n 181→ if ability_scores.dex_mod() > ability_scores.str_mod() {\n 182→ Ability::Dexterity\n 183→ } else {\n 184→ Ability::Strength\n 185→ }\n 186→ } else {\n 187→ data.attack_ability()\n 188→ };\n 189→\n 190→ let ability_mod = ability_scores.modifier(ability);\n 191→\n 192→ // Add proficiency if proficient\n 193→ let prof_bonus = if proficiencies.is_weapon_proficient(weapon) {\n 194→ level.proficiency_bonus()\n 195→ } else {\n 196→ 0\n 197→ };\n 198→\n 199→ // Add magic bonus\n 200→ ability_mod + prof_bonus + weapon.magic_bonus\n 201→}\n 202→\n 203→/// Calculate damage bonus for a weapon attack.\n 204→pub fn calculate_damage_bonus(ability_scores: &AbilityScores, weapon: &Weapon) -> i32 {\n 205→ let data = weapon.data();\n 206→\n 207→ // Determine which ability to use\n 208→ let ability = if data.has_property(WeaponProperty::Finesse) {\n 209→ // Finesse: use higher of STR or DEX\n 210→ if ability_scores.dex_mod() > ability_scores.str_mod() {\n 211→ Ability::Dexterity\n 212→ } else {\n 213→ Ability::Strength\n 214→ }\n 215→ } else {\n 216→ data.attack_ability()\n 217→ };\n 218→\n 219→ ability_scores.modifier(ability) + weapon.magic_bonus\n 220→}\n 221→\n 222→/// Perform a weapon attack.\n 223→pub fn make_attack(\n 224→ dice_roller: &mut DiceRoller,\n 225→ ability_scores: &AbilityScores,\n 226→ proficiencies: &Proficiencies,\n 227→ level: &Level,\n 228→ weapon: &Weapon,\n 229→ target_ac: i32,\n 230→ modifier: AttackModifier,\n 231→) -> AttackResult {\n 232→ let attack_bonus = calculate_attack_bonus(ability_scores, proficiencies, level, weapon);\n 233→\n 234→ // Roll d20 with advantage/disadvantage\n 235→ let attack_roll = match modifier {\n 236→ AttackModifier::Normal => dice_roller.roll_d20(),\n 237→ AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n 238→ AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n 239→ };\n 240→\n 241→ // Natural 1 always misses\n 242→ if attack_roll.is_natural_1() {\n 243→ return AttackResult::miss(attack_roll, attack_bonus, target_ac);\n 244→ }\n 245→\n 246→ // Natural 20 always hits and is a critical\n 247→ let is_critical = attack_roll.is_natural_20();\n 248→ let total = attack_roll.total + attack_bonus;\n 249→\n 250→ if is_critical || total >= target_ac {\n 251→ // Hit - roll damage\n 252→ let data = weapon.data();\n 253→ let damage_bonus = calculate_damage_bonus(ability_scores, weapon);\n 254→\n 255→ let damage_dice = if is_critical {\n 256→ // Critical: double the dice\n 257→ Dice::new(\n 258→ data.damage.count * 2,\n 259→ data.damage.die_type,\n 260→ damage_bonus,\n 261→ )\n 262→ } else {\n 263→ Dice::new(data.damage.count, data.damage.die_type, damage_bonus)\n 264→ };\n 265→\n 266→ let damage_roll = dice_roller.roll(&damage_dice);\n 267→\n 268→ if is_critical {\n 269→ AttackResult::critical_hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n 270→ } else {\n 271→ AttackResult::hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n 272→ }\n 273→ } else {\n 274→ AttackResult::miss(attack_roll, attack_bonus, target_ac)\n 275→ }\n 276→}\n 277→\n 278→/// Calculate saving throw DC based on ability.\n 279→pub fn calculate_save_dc(ability_scores: &AbilityScores, level: &Level, ability: Ability) -> i32 {\n 280→ 8 + level.proficiency_bonus() + ability_scores.modifier(ability)\n 281→}\n 282→\n 283→/// Perform a saving throw.\n 284→pub fn make_saving_throw(\n 285→ dice_roller: &mut DiceRoller,\n 286→ ability_scores: &AbilityScores,\n 287→ proficiencies: &Proficiencies,\n 288→ level: &Level,\n 289→ ability: Ability,\n 290→ dc: i32,\n 291→ modifier: AttackModifier,\n 292→) -> (DiceRoll, bool) {\n 293→ // Roll d20 with advantage/disadvantage\n 294→ let roll = match modifier {\n 295→ AttackModifier::Normal => dice_roller.roll_d20(),\n 296→ AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n 297→ AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n 298→ };\n 299→\n 300→ let save_bonus = proficiencies.save_modifier(ability, ability_scores, level.proficiency_bonus());\n 301→ let total = roll.total + save_bonus;\n 302→\n 303→ (roll, total >= dc)\n 304→}\n 305→\n 306→/// Process attack events.\n 307→fn process_attacks(\n 308→ mut attack_events: EventReader<AttackEvent>,\n 309→ mut damage_events: EventWriter<DamageEvent>,\n 310→ mut dice_roller: ResMut<DiceRoller>,\n 311→ attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n 312→ defender_query: Query<&ArmorClass>,\n 313→) {\n 314→ for event in attack_events.read() {\n 315→ let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n 316→ attacker_query.get(event.attacker)\n 317→ else {\n 318→ continue;\n 319→ };\n 320→\n 321→ let Ok(target_ac) = defender_query.get(event.defender) else {\n 322→ continue;\n 323→ };\n 324→\n 325→ // Determine weapon to use\n 326→ let weapon = if let Some(weapon_type) = event.weapon {\n 327→ Weapon::new(weapon_type)\n 328→ } else if let Some(w) = equipped_weapon {\n 329→ w.clone()\n 330→ } else {\n 331→ // Unarmed strike\n 332→ Weapon::new(WeaponType::Unarmed)\n 333→ };\n 334→\n 335→ let result = make_attack(\n 336→ &mut dice_roller,\n 337→ ability_scores,\n 338→ proficiencies,\n 339→ level,\n 340→ &weapon,\n 341→ target_ac.total(),\n 342→ event.advantage,\n 343→ );\n 344→\n 345→ if result.hit {\n 346→ damage_events.send(DamageEvent {\n 347→ target: event.defender,\n 348→ amount: result.damage_total,\n 349→ damage_type: result.damage_type,\n 350→ source: Some(event.attacker),\n 351→ is_critical: result.critical,\n 352→ });\n 353→ }\n 354→ }\n 355→}\n 356→\n 357→#[cfg(test)]\n 358→mod tests {\n 359→ use super::*;\n 360→\n 361→ #[test]\n 362→ fn test_attack_bonus_calculation() {\n 363→ let scores = AbilityScores::new(16, 14, 10, 10, 10, 10); // +3 STR, +2 DEX\n 364→ let mut profs = Proficiencies::default();\n 365→ profs.martial_weapons = true;\n 366→ let level = Level::new(5); // +3 proficiency\n 367→\n 368→ // Longsword (STR weapon, martial)\n 369→ let longsword = Weapon::new(WeaponType::Longsword);\n 370→ let bonus = calculate_attack_bonus(&scores, &profs, &level, &longsword);\n 371→ assert_eq!(bonus, 6); // +3 STR + 3 prof\n 372→\n 373→ // Rapier (finesse weapon, uses DEX if higher)\n 374→ let rapier = Weapon::new(WeaponType::Rapier);\n 375→ let bonus = calculate_attack_bonus(&scores, &profs, &level, &rapier);\n 376→ assert_eq!(bonus, 6); // Uses STR (+3) since it's higher than DEX (+2)\n 377→\n 378→ // Test with higher DEX\n 379→ let dex_scores = AbilityScores::new(10, 18, 10, 10, 10, 10); // +0 STR, +4 DEX\n 380→ let bonus = calculate_attack_bonus(&dex_scores, &profs, &level, &rapier);\n 381→ assert_eq!(bonus, 7); // +4 DEX + 3 prof\n 382→ }\n 383→\n 384→ #[test]\n 385→ fn test_save_dc() {\n 386→ let scores = AbilityScores::new(10, 10, 14, 16, 10, 10); // +3 INT\n 387→ let level = Level::new(5); // +3 prof\n 388→\n 389→ let dc = calculate_save_dc(&scores, &level, Ability::Intelligence);\n 390→ assert_eq!(dc, 14); // 8 + 3 prof + 3 INT\n 391→ }\n 392→}\n 393→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "//! D&D 5e Combat System.\n//!\n//! Implements combat mechanics including:\n//! - Attack rolls (d20 + modifiers vs AC)\n//! - Damage rolls\n//! - Critical hits\n//! - Advantage/Disadvantage\n\nuse bevy::prelude::*;\n\nuse super::ability::{Ability, AbilityScores};\nuse super::components::{ArmorClass, Level, Proficiencies};\nuse super::dice::{Dice, DiceRoll, DiceRoller};\nuse super::weapons::{DamageType, Weapon, WeaponProperty};\n\n/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_event::<AttackEvent>()\n .add_event::<DamageEvent>()\n .add_systems(Update, process_attacks);\n}\n\n/// Event for initiating an attack.\n#[derive(Event, Debug, Clone)]\npub struct AttackEvent {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}\n\n/// Advantage/disadvantage state.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]\npub enum AttackModifier {\n #[default]\n Normal,\n Advantage,\n Disadvantage,\n}\n\nuse super::weapons::WeaponType;\n\n/// Event for applying damage.\n#[derive(Event, Debug, Clone)]\npub struct DamageEvent {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}\n\n/// Result of an attack roll.\n#[derive(Debug, Clone)]\npub struct AttackResult {\n /// The d20 roll.\n pub attack_roll: DiceRoll,\n /// Total attack bonus applied.\n pub attack_bonus: i32,\n /// Final attack total.\n pub total: i32,\n /// Target's AC.\n pub target_ac: i32,\n /// Whether the attack hit.\n pub hit: bool,\n /// Whether this was a critical hit (natural 20).\n pub critical: bool,\n /// Whether this was a critical miss (natural 1).\n pub fumble: bool,\n /// Damage roll (if hit).\n pub damage: Option<DiceRoll>,\n /// Total damage dealt.\n pub damage_total: i32,\n /// Type of damage.\n pub damage_type: DamageType,\n}\n\nimpl AttackResult {\n /// Create a miss result.\n pub fn miss(attack_roll: DiceRoll, attack_bonus: i32, target_ac: i32) -> Self {\n let total = attack_roll.total + attack_bonus;\n let fumble = attack_roll.is_natural_1();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: false,\n critical: false,\n fumble,\n damage: None,\n damage_total: 0,\n damage_type: DamageType::Bludgeoning,\n }\n }\n\n /// Create a hit result.\n pub fn hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n let critical = attack_roll.is_natural_20();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Create a critical hit result.\n pub fn critical_hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical: true,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Get a description of the result.\n pub fn description(&self) -> String {\n if self.fumble {\n \"Critical miss!\".to_string()\n } else if self.critical {\n format!(\n \"Critical hit! {} {} damage!\",\n self.damage_total,\n self.damage_type.name()\n )\n } else if self.hit {\n format!(\n \"Hit for {} {} damage.\",\n self.damage_total,\n self.damage_type.name()\n )\n } else {\n format!(\n \"Miss. ({} vs AC {})\",\n self.total, self.target_ac\n )\n }\n }\n}\n\n/// Calculate attack bonus for a weapon attack.\npub fn calculate_attack_bonus(\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n let ability_mod = ability_scores.modifier(ability);\n\n // Add proficiency if proficient\n let prof_bonus = if proficiencies.is_weapon_proficient(weapon) {\n level.proficiency_bonus()\n } else {\n 0\n };\n\n // Add magic bonus\n ability_mod + prof_bonus + weapon.magic_bonus\n}\n\n/// Calculate damage bonus for a weapon attack.\npub fn calculate_damage_bonus(ability_scores: &AbilityScores, weapon: &Weapon) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n ability_scores.modifier(ability) + weapon.magic_bonus\n}\n\n/// Perform a weapon attack.\npub fn make_attack(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n target_ac: i32,\n modifier: AttackModifier,\n) -> AttackResult {\n let attack_bonus = calculate_attack_bonus(ability_scores, proficiencies, level, weapon);\n\n // Roll d20 with advantage/disadvantage\n let attack_roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n // Natural 1 always misses\n if attack_roll.is_natural_1() {\n return AttackResult::miss(attack_roll, attack_bonus, target_ac);\n }\n\n // Natural 20 always hits and is a critical\n let is_critical = attack_roll.is_natural_20();\n let total = attack_roll.total + attack_bonus;\n\n if is_critical || total >= target_ac {\n // Hit - roll damage\n let data = weapon.data();\n let damage_bonus = calculate_damage_bonus(ability_scores, weapon);\n\n let damage_dice = if is_critical {\n // Critical: double the dice\n Dice::new(\n data.damage.count * 2,\n data.damage.die_type,\n damage_bonus,\n )\n } else {\n Dice::new(data.damage.count, data.damage.die_type, damage_bonus)\n };\n\n let damage_roll = dice_roller.roll(&damage_dice);\n\n if is_critical {\n AttackResult::critical_hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n } else {\n AttackResult::hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n }\n } else {\n AttackResult::miss(attack_roll, attack_bonus, target_ac)\n }\n}\n\n/// Calculate saving throw DC based on ability.\npub fn calculate_save_dc(ability_scores: &AbilityScores, level: &Level, ability: Ability) -> i32 {\n 8 + level.proficiency_bonus() + ability_scores.modifier(ability)\n}\n\n/// Perform a saving throw.\npub fn make_saving_throw(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n ability: Ability,\n dc: i32,\n modifier: AttackModifier,\n) -> (DiceRoll, bool) {\n // Roll d20 with advantage/disadvantage\n let roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n let save_bonus = proficiencies.save_modifier(ability, ability_scores, level.proficiency_bonus());\n let total = roll.total + save_bonus;\n\n (roll, total >= dc)\n}\n\n/// Process attack events.\nfn process_attacks(\n mut attack_events: EventReader<AttackEvent>,\n mut damage_events: EventWriter<DamageEvent>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for event in attack_events.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(event.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(event.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = event.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n event.advantage,\n );\n\n if result.hit {\n damage_events.send(DamageEvent {\n target: event.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(event.attacker),\n is_critical: result.critical,\n });\n }\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_attack_bonus_calculation() {\n let scores = AbilityScores::new(16, 14, 10, 10, 10, 10); // +3 STR, +2 DEX\n let mut profs = Proficiencies::default();\n profs.martial_weapons = true;\n let level = Level::new(5); // +3 proficiency\n\n // Longsword (STR weapon, martial)\n let longsword = Weapon::new(WeaponType::Longsword);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &longsword);\n assert_eq!(bonus, 6); // +3 STR + 3 prof\n\n // Rapier (finesse weapon, uses DEX if higher)\n let rapier = Weapon::new(WeaponType::Rapier);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &rapier);\n assert_eq!(bonus, 6); // Uses STR (+3) since it's higher than DEX (+2)\n\n // Test with higher DEX\n let dex_scores = AbilityScores::new(10, 18, 10, 10, 10, 10); // +0 STR, +4 DEX\n let bonus = calculate_attack_bonus(&dex_scores, &profs, &level, &rapier);\n assert_eq!(bonus, 7); // +4 DEX + 3 prof\n }\n\n #[test]\n fn test_save_dc() {\n let scores = AbilityScores::new(10, 10, 14, 16, 10, 10); // +3 INT\n let level = Level::new(5); // +3 prof\n\n let dc = calculate_save_dc(&scores, &level, Ability::Intelligence);\n assert_eq!(dc, 14); // 8 + 3 prof + 3 INT\n }\n}\n",
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"old_string": "/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_event::<AttackEvent>()\n .add_event::<DamageEvent>()\n .add_systems(Update, process_attacks);\n}\n\n/// Event for initiating an attack.\n#[derive(Event, Debug, Clone)]\npub struct AttackEvent {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}",
"new_string": "/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_message::<AttackMessage>()\n .add_message::<DamageMessage>()\n .add_systems(Update, process_attacks.run_if(on_message::<AttackMessage>));\n}\n\n/// Message for initiating an attack.\n#[derive(Message, Debug, Clone)]\npub struct AttackMessage {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}"
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"content": "The file /tmp/gh-issue-solver-1765151501447/src/dnd/combat.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 12→use super::components::{ArmorClass, Level, Proficiencies};\n 13→use super::dice::{Dice, DiceRoll, DiceRoller};\n 14→use super::weapons::{DamageType, Weapon, WeaponProperty};\n 15→\n 16→/// Plugin for combat systems.\n 17→pub fn plugin(app: &mut App) {\n 18→ app.add_message::<AttackMessage>()\n 19→ .add_message::<DamageMessage>()\n 20→ .add_systems(Update, process_attacks.run_if(on_message::<AttackMessage>));\n 21→}\n 22→\n 23→/// Message for initiating an attack.\n 24→#[derive(Message, Debug, Clone)]\n 25→pub struct AttackMessage {\n 26→ pub attacker: Entity,\n 27→ pub defender: Entity,\n 28→ pub weapon: Option<WeaponType>,\n 29→ pub advantage: AttackModifier,\n 30→}\n 31→\n 32→/// Advantage/disadvantage state.\n 33→#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]\n 34→pub enum AttackModifier {"
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"oldString": "/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_event::<AttackEvent>()\n .add_event::<DamageEvent>()\n .add_systems(Update, process_attacks);\n}\n\n/// Event for initiating an attack.\n#[derive(Event, Debug, Clone)]\npub struct AttackEvent {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}",
"newString": "/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_message::<AttackMessage>()\n .add_message::<DamageMessage>()\n .add_systems(Update, process_attacks.run_if(on_message::<AttackMessage>));\n}\n\n/// Message for initiating an attack.\n#[derive(Message, Debug, Clone)]\npub struct AttackMessage {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}",
"originalFile": "//! D&D 5e Combat System.\n//!\n//! Implements combat mechanics including:\n//! - Attack rolls (d20 + modifiers vs AC)\n//! - Damage rolls\n//! - Critical hits\n//! - Advantage/Disadvantage\n\nuse bevy::prelude::*;\n\nuse super::ability::{Ability, AbilityScores};\nuse super::components::{ArmorClass, Level, Proficiencies};\nuse super::dice::{Dice, DiceRoll, DiceRoller};\nuse super::weapons::{DamageType, Weapon, WeaponProperty};\n\n/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_event::<AttackEvent>()\n .add_event::<DamageEvent>()\n .add_systems(Update, process_attacks);\n}\n\n/// Event for initiating an attack.\n#[derive(Event, Debug, Clone)]\npub struct AttackEvent {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}\n\n/// Advantage/disadvantage state.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]\npub enum AttackModifier {\n #[default]\n Normal,\n Advantage,\n Disadvantage,\n}\n\nuse super::weapons::WeaponType;\n\n/// Event for applying damage.\n#[derive(Event, Debug, Clone)]\npub struct DamageEvent {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}\n\n/// Result of an attack roll.\n#[derive(Debug, Clone)]\npub struct AttackResult {\n /// The d20 roll.\n pub attack_roll: DiceRoll,\n /// Total attack bonus applied.\n pub attack_bonus: i32,\n /// Final attack total.\n pub total: i32,\n /// Target's AC.\n pub target_ac: i32,\n /// Whether the attack hit.\n pub hit: bool,\n /// Whether this was a critical hit (natural 20).\n pub critical: bool,\n /// Whether this was a critical miss (natural 1).\n pub fumble: bool,\n /// Damage roll (if hit).\n pub damage: Option<DiceRoll>,\n /// Total damage dealt.\n pub damage_total: i32,\n /// Type of damage.\n pub damage_type: DamageType,\n}\n\nimpl AttackResult {\n /// Create a miss result.\n pub fn miss(attack_roll: DiceRoll, attack_bonus: i32, target_ac: i32) -> Self {\n let total = attack_roll.total + attack_bonus;\n let fumble = attack_roll.is_natural_1();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: false,\n critical: false,\n fumble,\n damage: None,\n damage_total: 0,\n damage_type: DamageType::Bludgeoning,\n }\n }\n\n /// Create a hit result.\n pub fn hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n let critical = attack_roll.is_natural_20();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Create a critical hit result.\n pub fn critical_hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical: true,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Get a description of the result.\n pub fn description(&self) -> String {\n if self.fumble {\n \"Critical miss!\".to_string()\n } else if self.critical {\n format!(\n \"Critical hit! {} {} damage!\",\n self.damage_total,\n self.damage_type.name()\n )\n } else if self.hit {\n format!(\n \"Hit for {} {} damage.\",\n self.damage_total,\n self.damage_type.name()\n )\n } else {\n format!(\n \"Miss. ({} vs AC {})\",\n self.total, self.target_ac\n )\n }\n }\n}\n\n/// Calculate attack bonus for a weapon attack.\npub fn calculate_attack_bonus(\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n let ability_mod = ability_scores.modifier(ability);\n\n // Add proficiency if proficient\n let prof_bonus = if proficiencies.is_weapon_proficient(weapon) {\n level.proficiency_bonus()\n } else {\n 0\n };\n\n // Add magic bonus\n ability_mod + prof_bonus + weapon.magic_bonus\n}\n\n/// Calculate damage bonus for a weapon attack.\npub fn calculate_damage_bonus(ability_scores: &AbilityScores, weapon: &Weapon) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n ability_scores.modifier(ability) + weapon.magic_bonus\n}\n\n/// Perform a weapon attack.\npub fn make_attack(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n target_ac: i32,\n modifier: AttackModifier,\n) -> AttackResult {\n let attack_bonus = calculate_attack_bonus(ability_scores, proficiencies, level, weapon);\n\n // Roll d20 with advantage/disadvantage\n let attack_roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n // Natural 1 always misses\n if attack_roll.is_natural_1() {\n return AttackResult::miss(attack_roll, attack_bonus, target_ac);\n }\n\n // Natural 20 always hits and is a critical\n let is_critical = attack_roll.is_natural_20();\n let total = attack_roll.total + attack_bonus;\n\n if is_critical || total >= target_ac {\n // Hit - roll damage\n let data = weapon.data();\n let damage_bonus = calculate_damage_bonus(ability_scores, weapon);\n\n let damage_dice = if is_critical {\n // Critical: double the dice\n Dice::new(\n data.damage.count * 2,\n data.damage.die_type,\n damage_bonus,\n )\n } else {\n Dice::new(data.damage.count, data.damage.die_type, damage_bonus)\n };\n\n let damage_roll = dice_roller.roll(&damage_dice);\n\n if is_critical {\n AttackResult::critical_hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n } else {\n AttackResult::hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n }\n } else {\n AttackResult::miss(attack_roll, attack_bonus, target_ac)\n }\n}\n\n/// Calculate saving throw DC based on ability.\npub fn calculate_save_dc(ability_scores: &AbilityScores, level: &Level, ability: Ability) -> i32 {\n 8 + level.proficiency_bonus() + ability_scores.modifier(ability)\n}\n\n/// Perform a saving throw.\npub fn make_saving_throw(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n ability: Ability,\n dc: i32,\n modifier: AttackModifier,\n) -> (DiceRoll, bool) {\n // Roll d20 with advantage/disadvantage\n let roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n let save_bonus = proficiencies.save_modifier(ability, ability_scores, level.proficiency_bonus());\n let total = roll.total + save_bonus;\n\n (roll, total >= dc)\n}\n\n/// Process attack events.\nfn process_attacks(\n mut attack_events: EventReader<AttackEvent>,\n mut damage_events: EventWriter<DamageEvent>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for event in attack_events.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(event.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(event.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = event.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n event.advantage,\n );\n\n if result.hit {\n damage_events.send(DamageEvent {\n target: event.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(event.attacker),\n is_critical: result.critical,\n });\n }\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_attack_bonus_calculation() {\n let scores = AbilityScores::new(16, 14, 10, 10, 10, 10); // +3 STR, +2 DEX\n let mut profs = Proficiencies::default();\n profs.martial_weapons = true;\n let level = Level::new(5); // +3 proficiency\n\n // Longsword (STR weapon, martial)\n let longsword = Weapon::new(WeaponType::Longsword);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &longsword);\n assert_eq!(bonus, 6); // +3 STR + 3 prof\n\n // Rapier (finesse weapon, uses DEX if higher)\n let rapier = Weapon::new(WeaponType::Rapier);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &rapier);\n assert_eq!(bonus, 6); // Uses STR (+3) since it's higher than DEX (+2)\n\n // Test with higher DEX\n let dex_scores = AbilityScores::new(10, 18, 10, 10, 10, 10); // +0 STR, +4 DEX\n let bonus = calculate_attack_bonus(&dex_scores, &profs, &level, &rapier);\n assert_eq!(bonus, 7); // +4 DEX + 3 prof\n }\n\n #[test]\n fn test_save_dc() {\n let scores = AbilityScores::new(10, 10, 14, 16, 10, 10); // +3 INT\n let level = Level::new(5); // +3 prof\n\n let dc = calculate_save_dc(&scores, &level, Ability::Intelligence);\n assert_eq!(dc, 14); // 8 + 3 prof + 3 INT\n }\n}\n",
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" ",
" /// Plugin for combat systems.",
" pub fn plugin(app: &mut App) {",
"- app.add_event::<AttackEvent>()",
"- .add_event::<DamageEvent>()",
"- .add_systems(Update, process_attacks);",
"+ app.add_message::<AttackMessage>()",
"+ .add_message::<DamageMessage>()",
"+ .add_systems(Update, process_attacks.run_if(on_message::<AttackMessage>));",
" }",
" ",
"-/// Event for initiating an attack.",
"-#[derive(Event, Debug, Clone)]",
"-pub struct AttackEvent {",
"+/// Message for initiating an attack.",
"+#[derive(Message, Debug, Clone)]",
"+pub struct AttackMessage {",
" pub attacker: Entity,",
" pub defender: Entity,",
" pub weapon: Option<WeaponType>,"
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"old_string": "use super::weapons::WeaponType;\n\n/// Event for applying damage.\n#[derive(Event, Debug, Clone)]\npub struct DamageEvent {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}",
"new_string": "use super::weapons::WeaponType;\n\n/// Message for applying damage.\n#[derive(Message, Debug, Clone)]\npub struct DamageMessage {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}"
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"content": "The file /tmp/gh-issue-solver-1765151501447/src/dnd/combat.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 37→ Advantage,\n 38→ Disadvantage,\n 39→}\n 40→\n 41→use super::weapons::WeaponType;\n 42→\n 43→/// Message for applying damage.\n 44→#[derive(Message, Debug, Clone)]\n 45→pub struct DamageMessage {\n 46→ pub target: Entity,\n 47→ pub amount: i32,\n 48→ pub damage_type: DamageType,\n 49→ pub source: Option<Entity>,\n 50→ pub is_critical: bool,\n 51→}\n 52→\n 53→/// Result of an attack roll.\n 54→#[derive(Debug, Clone)]\n 55→pub struct AttackResult {"
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"oldString": "use super::weapons::WeaponType;\n\n/// Event for applying damage.\n#[derive(Event, Debug, Clone)]\npub struct DamageEvent {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}",
"newString": "use super::weapons::WeaponType;\n\n/// Message for applying damage.\n#[derive(Message, Debug, Clone)]\npub struct DamageMessage {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}",
"originalFile": "//! D&D 5e Combat System.\n//!\n//! Implements combat mechanics including:\n//! - Attack rolls (d20 + modifiers vs AC)\n//! - Damage rolls\n//! - Critical hits\n//! - Advantage/Disadvantage\n\nuse bevy::prelude::*;\n\nuse super::ability::{Ability, AbilityScores};\nuse super::components::{ArmorClass, Level, Proficiencies};\nuse super::dice::{Dice, DiceRoll, DiceRoller};\nuse super::weapons::{DamageType, Weapon, WeaponProperty};\n\n/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_message::<AttackMessage>()\n .add_message::<DamageMessage>()\n .add_systems(Update, process_attacks.run_if(on_message::<AttackMessage>));\n}\n\n/// Message for initiating an attack.\n#[derive(Message, Debug, Clone)]\npub struct AttackMessage {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}\n\n/// Advantage/disadvantage state.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]\npub enum AttackModifier {\n #[default]\n Normal,\n Advantage,\n Disadvantage,\n}\n\nuse super::weapons::WeaponType;\n\n/// Event for applying damage.\n#[derive(Event, Debug, Clone)]\npub struct DamageEvent {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}\n\n/// Result of an attack roll.\n#[derive(Debug, Clone)]\npub struct AttackResult {\n /// The d20 roll.\n pub attack_roll: DiceRoll,\n /// Total attack bonus applied.\n pub attack_bonus: i32,\n /// Final attack total.\n pub total: i32,\n /// Target's AC.\n pub target_ac: i32,\n /// Whether the attack hit.\n pub hit: bool,\n /// Whether this was a critical hit (natural 20).\n pub critical: bool,\n /// Whether this was a critical miss (natural 1).\n pub fumble: bool,\n /// Damage roll (if hit).\n pub damage: Option<DiceRoll>,\n /// Total damage dealt.\n pub damage_total: i32,\n /// Type of damage.\n pub damage_type: DamageType,\n}\n\nimpl AttackResult {\n /// Create a miss result.\n pub fn miss(attack_roll: DiceRoll, attack_bonus: i32, target_ac: i32) -> Self {\n let total = attack_roll.total + attack_bonus;\n let fumble = attack_roll.is_natural_1();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: false,\n critical: false,\n fumble,\n damage: None,\n damage_total: 0,\n damage_type: DamageType::Bludgeoning,\n }\n }\n\n /// Create a hit result.\n pub fn hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n let critical = attack_roll.is_natural_20();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Create a critical hit result.\n pub fn critical_hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical: true,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Get a description of the result.\n pub fn description(&self) -> String {\n if self.fumble {\n \"Critical miss!\".to_string()\n } else if self.critical {\n format!(\n \"Critical hit! {} {} damage!\",\n self.damage_total,\n self.damage_type.name()\n )\n } else if self.hit {\n format!(\n \"Hit for {} {} damage.\",\n self.damage_total,\n self.damage_type.name()\n )\n } else {\n format!(\n \"Miss. ({} vs AC {})\",\n self.total, self.target_ac\n )\n }\n }\n}\n\n/// Calculate attack bonus for a weapon attack.\npub fn calculate_attack_bonus(\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n let ability_mod = ability_scores.modifier(ability);\n\n // Add proficiency if proficient\n let prof_bonus = if proficiencies.is_weapon_proficient(weapon) {\n level.proficiency_bonus()\n } else {\n 0\n };\n\n // Add magic bonus\n ability_mod + prof_bonus + weapon.magic_bonus\n}\n\n/// Calculate damage bonus for a weapon attack.\npub fn calculate_damage_bonus(ability_scores: &AbilityScores, weapon: &Weapon) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n ability_scores.modifier(ability) + weapon.magic_bonus\n}\n\n/// Perform a weapon attack.\npub fn make_attack(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n target_ac: i32,\n modifier: AttackModifier,\n) -> AttackResult {\n let attack_bonus = calculate_attack_bonus(ability_scores, proficiencies, level, weapon);\n\n // Roll d20 with advantage/disadvantage\n let attack_roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n // Natural 1 always misses\n if attack_roll.is_natural_1() {\n return AttackResult::miss(attack_roll, attack_bonus, target_ac);\n }\n\n // Natural 20 always hits and is a critical\n let is_critical = attack_roll.is_natural_20();\n let total = attack_roll.total + attack_bonus;\n\n if is_critical || total >= target_ac {\n // Hit - roll damage\n let data = weapon.data();\n let damage_bonus = calculate_damage_bonus(ability_scores, weapon);\n\n let damage_dice = if is_critical {\n // Critical: double the dice\n Dice::new(\n data.damage.count * 2,\n data.damage.die_type,\n damage_bonus,\n )\n } else {\n Dice::new(data.damage.count, data.damage.die_type, damage_bonus)\n };\n\n let damage_roll = dice_roller.roll(&damage_dice);\n\n if is_critical {\n AttackResult::critical_hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n } else {\n AttackResult::hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n }\n } else {\n AttackResult::miss(attack_roll, attack_bonus, target_ac)\n }\n}\n\n/// Calculate saving throw DC based on ability.\npub fn calculate_save_dc(ability_scores: &AbilityScores, level: &Level, ability: Ability) -> i32 {\n 8 + level.proficiency_bonus() + ability_scores.modifier(ability)\n}\n\n/// Perform a saving throw.\npub fn make_saving_throw(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n ability: Ability,\n dc: i32,\n modifier: AttackModifier,\n) -> (DiceRoll, bool) {\n // Roll d20 with advantage/disadvantage\n let roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n let save_bonus = proficiencies.save_modifier(ability, ability_scores, level.proficiency_bonus());\n let total = roll.total + save_bonus;\n\n (roll, total >= dc)\n}\n\n/// Process attack events.\nfn process_attacks(\n mut attack_events: EventReader<AttackEvent>,\n mut damage_events: EventWriter<DamageEvent>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for event in attack_events.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(event.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(event.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = event.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n event.advantage,\n );\n\n if result.hit {\n damage_events.send(DamageEvent {\n target: event.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(event.attacker),\n is_critical: result.critical,\n });\n }\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_attack_bonus_calculation() {\n let scores = AbilityScores::new(16, 14, 10, 10, 10, 10); // +3 STR, +2 DEX\n let mut profs = Proficiencies::default();\n profs.martial_weapons = true;\n let level = Level::new(5); // +3 proficiency\n\n // Longsword (STR weapon, martial)\n let longsword = Weapon::new(WeaponType::Longsword);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &longsword);\n assert_eq!(bonus, 6); // +3 STR + 3 prof\n\n // Rapier (finesse weapon, uses DEX if higher)\n let rapier = Weapon::new(WeaponType::Rapier);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &rapier);\n assert_eq!(bonus, 6); // Uses STR (+3) since it's higher than DEX (+2)\n\n // Test with higher DEX\n let dex_scores = AbilityScores::new(10, 18, 10, 10, 10, 10); // +0 STR, +4 DEX\n let bonus = calculate_attack_bonus(&dex_scores, &profs, &level, &rapier);\n assert_eq!(bonus, 7); // +4 DEX + 3 prof\n }\n\n #[test]\n fn test_save_dc() {\n let scores = AbilityScores::new(10, 10, 14, 16, 10, 10); // +3 INT\n let level = Level::new(5); // +3 prof\n\n let dc = calculate_save_dc(&scores, &level, Ability::Intelligence);\n assert_eq!(dc, 14); // 8 + 3 prof + 3 INT\n }\n}\n",
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" ",
" use super::weapons::WeaponType;",
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"-/// Event for applying damage.",
"-#[derive(Event, Debug, Clone)]",
"-pub struct DamageEvent {",
"+/// Message for applying damage.",
"+#[derive(Message, Debug, Clone)]",
"+pub struct DamageMessage {",
" pub target: Entity,",
" pub amount: i32,",
" pub damage_type: DamageType,"
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"old_string": "/// Process attack events.\nfn process_attacks(\n mut attack_events: EventReader<AttackEvent>,\n mut damage_events: EventWriter<DamageEvent>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for event in attack_events.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(event.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(event.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = event.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n event.advantage,\n );\n\n if result.hit {\n damage_events.send(DamageEvent {\n target: event.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(event.attacker),\n is_critical: result.critical,\n });\n }\n }\n}",
"new_string": "/// Process attack messages.\nfn process_attacks(\n mut attack_messages: MessageReader<AttackMessage>,\n mut damage_messages: MessageWriter<DamageMessage>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for message in attack_messages.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(message.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(message.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = message.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n message.advantage,\n );\n\n if result.hit {\n damage_messages.write(DamageMessage {\n target: message.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(message.attacker),\n is_critical: result.critical,\n });\n }\n }\n}"
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[2025-12-08T00:03:55.007Z] [INFO] {
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"content": "The file /tmp/gh-issue-solver-1765151501447/src/dnd/combat.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 302→\n 303→ (roll, total >= dc)\n 304→}\n 305→\n 306→/// Process attack messages.\n 307→fn process_attacks(\n 308→ mut attack_messages: MessageReader<AttackMessage>,\n 309→ mut damage_messages: MessageWriter<DamageMessage>,\n 310→ mut dice_roller: ResMut<DiceRoller>,\n 311→ attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n 312→ defender_query: Query<&ArmorClass>,\n 313→) {\n 314→ for message in attack_messages.read() {\n 315→ let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n 316→ attacker_query.get(message.attacker)\n 317→ else {\n 318→ continue;\n 319→ };\n 320→\n 321→ let Ok(target_ac) = defender_query.get(message.defender) else {\n 322→ continue;\n 323→ };\n 324→\n 325→ // Determine weapon to use\n 326→ let weapon = if let Some(weapon_type) = message.weapon {\n 327→ Weapon::new(weapon_type)\n 328→ } else if let Some(w) = equipped_weapon {\n 329→ w.clone()\n 330→ } else {\n 331→ // Unarmed strike\n 332→ Weapon::new(WeaponType::Unarmed)\n 333→ };\n 334→\n 335→ let result = make_attack(\n 336→ &mut dice_roller,\n 337→ ability_scores,\n 338→ proficiencies,\n 339→ level,\n 340→ &weapon,\n 341→ target_ac.total(),\n 342→ message.advantage,\n 343→ );\n 344→\n 345→ if result.hit {\n 346→ damage_messages.write(DamageMessage {\n 347→ target: message.defender,\n 348→ amount: result.damage_total,\n 349→ damage_type: result.damage_type,\n 350→ source: Some(message.attacker),\n 351→ is_critical: result.critical,\n 352→ });\n 353→ }\n 354→ }\n 355→}\n 356→\n 357→#[cfg(test)]\n 358→mod tests {\n 359→ use super::*;"
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"oldString": "/// Process attack events.\nfn process_attacks(\n mut attack_events: EventReader<AttackEvent>,\n mut damage_events: EventWriter<DamageEvent>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for event in attack_events.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(event.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(event.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = event.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n event.advantage,\n );\n\n if result.hit {\n damage_events.send(DamageEvent {\n target: event.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(event.attacker),\n is_critical: result.critical,\n });\n }\n }\n}",
"newString": "/// Process attack messages.\nfn process_attacks(\n mut attack_messages: MessageReader<AttackMessage>,\n mut damage_messages: MessageWriter<DamageMessage>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for message in attack_messages.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(message.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(message.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = message.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n message.advantage,\n );\n\n if result.hit {\n damage_messages.write(DamageMessage {\n target: message.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(message.attacker),\n is_critical: result.critical,\n });\n }\n }\n}",
"originalFile": "//! D&D 5e Combat System.\n//!\n//! Implements combat mechanics including:\n//! - Attack rolls (d20 + modifiers vs AC)\n//! - Damage rolls\n//! - Critical hits\n//! - Advantage/Disadvantage\n\nuse bevy::prelude::*;\n\nuse super::ability::{Ability, AbilityScores};\nuse super::components::{ArmorClass, Level, Proficiencies};\nuse super::dice::{Dice, DiceRoll, DiceRoller};\nuse super::weapons::{DamageType, Weapon, WeaponProperty};\n\n/// Plugin for combat systems.\npub fn plugin(app: &mut App) {\n app.add_message::<AttackMessage>()\n .add_message::<DamageMessage>()\n .add_systems(Update, process_attacks.run_if(on_message::<AttackMessage>));\n}\n\n/// Message for initiating an attack.\n#[derive(Message, Debug, Clone)]\npub struct AttackMessage {\n pub attacker: Entity,\n pub defender: Entity,\n pub weapon: Option<WeaponType>,\n pub advantage: AttackModifier,\n}\n\n/// Advantage/disadvantage state.\n#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]\npub enum AttackModifier {\n #[default]\n Normal,\n Advantage,\n Disadvantage,\n}\n\nuse super::weapons::WeaponType;\n\n/// Message for applying damage.\n#[derive(Message, Debug, Clone)]\npub struct DamageMessage {\n pub target: Entity,\n pub amount: i32,\n pub damage_type: DamageType,\n pub source: Option<Entity>,\n pub is_critical: bool,\n}\n\n/// Result of an attack roll.\n#[derive(Debug, Clone)]\npub struct AttackResult {\n /// The d20 roll.\n pub attack_roll: DiceRoll,\n /// Total attack bonus applied.\n pub attack_bonus: i32,\n /// Final attack total.\n pub total: i32,\n /// Target's AC.\n pub target_ac: i32,\n /// Whether the attack hit.\n pub hit: bool,\n /// Whether this was a critical hit (natural 20).\n pub critical: bool,\n /// Whether this was a critical miss (natural 1).\n pub fumble: bool,\n /// Damage roll (if hit).\n pub damage: Option<DiceRoll>,\n /// Total damage dealt.\n pub damage_total: i32,\n /// Type of damage.\n pub damage_type: DamageType,\n}\n\nimpl AttackResult {\n /// Create a miss result.\n pub fn miss(attack_roll: DiceRoll, attack_bonus: i32, target_ac: i32) -> Self {\n let total = attack_roll.total + attack_bonus;\n let fumble = attack_roll.is_natural_1();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: false,\n critical: false,\n fumble,\n damage: None,\n damage_total: 0,\n damage_type: DamageType::Bludgeoning,\n }\n }\n\n /// Create a hit result.\n pub fn hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n let critical = attack_roll.is_natural_20();\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Create a critical hit result.\n pub fn critical_hit(\n attack_roll: DiceRoll,\n attack_bonus: i32,\n target_ac: i32,\n damage: DiceRoll,\n damage_type: DamageType,\n ) -> Self {\n let total = attack_roll.total + attack_bonus;\n Self {\n attack_roll,\n attack_bonus,\n total,\n target_ac,\n hit: true,\n critical: true,\n fumble: false,\n damage_total: damage.total,\n damage: Some(damage),\n damage_type,\n }\n }\n\n /// Get a description of the result.\n pub fn description(&self) -> String {\n if self.fumble {\n \"Critical miss!\".to_string()\n } else if self.critical {\n format!(\n \"Critical hit! {} {} damage!\",\n self.damage_total,\n self.damage_type.name()\n )\n } else if self.hit {\n format!(\n \"Hit for {} {} damage.\",\n self.damage_total,\n self.damage_type.name()\n )\n } else {\n format!(\n \"Miss. ({} vs AC {})\",\n self.total, self.target_ac\n )\n }\n }\n}\n\n/// Calculate attack bonus for a weapon attack.\npub fn calculate_attack_bonus(\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n let ability_mod = ability_scores.modifier(ability);\n\n // Add proficiency if proficient\n let prof_bonus = if proficiencies.is_weapon_proficient(weapon) {\n level.proficiency_bonus()\n } else {\n 0\n };\n\n // Add magic bonus\n ability_mod + prof_bonus + weapon.magic_bonus\n}\n\n/// Calculate damage bonus for a weapon attack.\npub fn calculate_damage_bonus(ability_scores: &AbilityScores, weapon: &Weapon) -> i32 {\n let data = weapon.data();\n\n // Determine which ability to use\n let ability = if data.has_property(WeaponProperty::Finesse) {\n // Finesse: use higher of STR or DEX\n if ability_scores.dex_mod() > ability_scores.str_mod() {\n Ability::Dexterity\n } else {\n Ability::Strength\n }\n } else {\n data.attack_ability()\n };\n\n ability_scores.modifier(ability) + weapon.magic_bonus\n}\n\n/// Perform a weapon attack.\npub fn make_attack(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n weapon: &Weapon,\n target_ac: i32,\n modifier: AttackModifier,\n) -> AttackResult {\n let attack_bonus = calculate_attack_bonus(ability_scores, proficiencies, level, weapon);\n\n // Roll d20 with advantage/disadvantage\n let attack_roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n // Natural 1 always misses\n if attack_roll.is_natural_1() {\n return AttackResult::miss(attack_roll, attack_bonus, target_ac);\n }\n\n // Natural 20 always hits and is a critical\n let is_critical = attack_roll.is_natural_20();\n let total = attack_roll.total + attack_bonus;\n\n if is_critical || total >= target_ac {\n // Hit - roll damage\n let data = weapon.data();\n let damage_bonus = calculate_damage_bonus(ability_scores, weapon);\n\n let damage_dice = if is_critical {\n // Critical: double the dice\n Dice::new(\n data.damage.count * 2,\n data.damage.die_type,\n damage_bonus,\n )\n } else {\n Dice::new(data.damage.count, data.damage.die_type, damage_bonus)\n };\n\n let damage_roll = dice_roller.roll(&damage_dice);\n\n if is_critical {\n AttackResult::critical_hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n } else {\n AttackResult::hit(attack_roll, attack_bonus, target_ac, damage_roll, data.damage_type)\n }\n } else {\n AttackResult::miss(attack_roll, attack_bonus, target_ac)\n }\n}\n\n/// Calculate saving throw DC based on ability.\npub fn calculate_save_dc(ability_scores: &AbilityScores, level: &Level, ability: Ability) -> i32 {\n 8 + level.proficiency_bonus() + ability_scores.modifier(ability)\n}\n\n/// Perform a saving throw.\npub fn make_saving_throw(\n dice_roller: &mut DiceRoller,\n ability_scores: &AbilityScores,\n proficiencies: &Proficiencies,\n level: &Level,\n ability: Ability,\n dc: i32,\n modifier: AttackModifier,\n) -> (DiceRoll, bool) {\n // Roll d20 with advantage/disadvantage\n let roll = match modifier {\n AttackModifier::Normal => dice_roller.roll_d20(),\n AttackModifier::Advantage => dice_roller.roll_d20_advantage(),\n AttackModifier::Disadvantage => dice_roller.roll_d20_disadvantage(),\n };\n\n let save_bonus = proficiencies.save_modifier(ability, ability_scores, level.proficiency_bonus());\n let total = roll.total + save_bonus;\n\n (roll, total >= dc)\n}\n\n/// Process attack events.\nfn process_attacks(\n mut attack_events: EventReader<AttackEvent>,\n mut damage_events: EventWriter<DamageEvent>,\n mut dice_roller: ResMut<DiceRoller>,\n attacker_query: Query<(&AbilityScores, &Proficiencies, &Level, Option<&Weapon>)>,\n defender_query: Query<&ArmorClass>,\n) {\n for event in attack_events.read() {\n let Ok((ability_scores, proficiencies, level, equipped_weapon)) =\n attacker_query.get(event.attacker)\n else {\n continue;\n };\n\n let Ok(target_ac) = defender_query.get(event.defender) else {\n continue;\n };\n\n // Determine weapon to use\n let weapon = if let Some(weapon_type) = event.weapon {\n Weapon::new(weapon_type)\n } else if let Some(w) = equipped_weapon {\n w.clone()\n } else {\n // Unarmed strike\n Weapon::new(WeaponType::Unarmed)\n };\n\n let result = make_attack(\n &mut dice_roller,\n ability_scores,\n proficiencies,\n level,\n &weapon,\n target_ac.total(),\n event.advantage,\n );\n\n if result.hit {\n damage_events.send(DamageEvent {\n target: event.defender,\n amount: result.damage_total,\n damage_type: result.damage_type,\n source: Some(event.attacker),\n is_critical: result.critical,\n });\n }\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_attack_bonus_calculation() {\n let scores = AbilityScores::new(16, 14, 10, 10, 10, 10); // +3 STR, +2 DEX\n let mut profs = Proficiencies::default();\n profs.martial_weapons = true;\n let level = Level::new(5); // +3 proficiency\n\n // Longsword (STR weapon, martial)\n let longsword = Weapon::new(WeaponType::Longsword);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &longsword);\n assert_eq!(bonus, 6); // +3 STR + 3 prof\n\n // Rapier (finesse weapon, uses DEX if higher)\n let rapier = Weapon::new(WeaponType::Rapier);\n let bonus = calculate_attack_bonus(&scores, &profs, &level, &rapier);\n assert_eq!(bonus, 6); // Uses STR (+3) since it's higher than DEX (+2)\n\n // Test with higher DEX\n let dex_scores = AbilityScores::new(10, 18, 10, 10, 10, 10); // +0 STR, +4 DEX\n let bonus = calculate_attack_bonus(&dex_scores, &profs, &level, &rapier);\n assert_eq!(bonus, 7); // +4 DEX + 3 prof\n }\n\n #[test]\n fn test_save_dc() {\n let scores = AbilityScores::new(10, 10, 14, 16, 10, 10); // +3 INT\n let level = Level::new(5); // +3 prof\n\n let dc = calculate_save_dc(&scores, &level, Ability::Intelligence);\n assert_eq!(dc, 14); // 8 + 3 prof + 3 INT\n }\n}\n",
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"+/// Process attack messages.",
" fn process_attacks(",
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"- mut damage_events: EventWriter<DamageEvent>,",
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"+ let Ok(target_ac) = defender_query.get(message.defender) else {",
" continue;",
" };",
" ",
" // Determine weapon to use",
"- let weapon = if let Some(weapon_type) = event.weapon {",
"+ let weapon = if let Some(weapon_type) = message.weapon {",
" Weapon::new(weapon_type)",
" } else if let Some(w) = equipped_weapon {",
" w.clone()"
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"content": " Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765151501447)\nwarning: unused imports: `AbilityScores` and `Ability`\n --> src/dnd/mod.rs:35:19\n |\n35 | pub use ability::{Ability, AbilityScores};\n | ^^^^^^^ ^^^^^^^^^^^^^\n |\n = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default\n\nwarning: unused imports: `ArmorCategory`, `ArmorType`, and `Armor`\n --> src/dnd/mod.rs:36:17\n |\n36 | pub use armor::{Armor, ArmorCategory, ArmorType};\n | ^^^^^ ^^^^^^^^^^^^^ ^^^^^^^^^\n\nwarning: unused import: `combat::AttackResult`\n --> src/dnd/mod.rs:37:9\n |\n37 | pub use combat::AttackResult;\n | ^^^^^^^^^^^^^^^^^^^^\n\nwarning: unused import: `weapons::DamageType`\n --> src/dnd/mod.rs:38:9\n |\n38 | pub use weapons::DamageType;\n | ^^^^^^^^^^^^^^^^^^^\n\nwarning: unused imports: `ArmorClass`, `CharacterSheet`, `Equipment`, `Proficiencies`, and `Skills`\n --> src/dnd/mod.rs:39:22\n |\n39 | pub use components::{ArmorClass, CharacterSheet, Equipment, Proficiencies, Skills};\n | ^^^^^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^^^^^ ^^^^^^\n\nwarning: unused imports: `DiceRoll`, `DiceType`, and `Dice`\n --> src/dnd/mod.rs:40:16\n |\n40 | pub use dice::{Dice, DiceRoll, DiceType};\n | ^^^^ ^^^^^^^^ ^^^^^^^^\n\nwarning: unused imports: `ChallengeRating` and `MonsterTemplate`\n --> src/dnd/mod.rs:41:20\n |\n41 | pub use monsters::{ChallengeRating, MonsterTemplate};\n | ^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^\n\nwarning: unused imports: `WeaponCategory`, `WeaponProperty`, `WeaponType`, and `Weapon`\n --> src/dnd/mod.rs:42:19\n |\n42 | pub use weapons::{Weapon, WeaponCategory, WeaponProperty, WeaponType};\n | ^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^\n\nwarning: field `enabled` is never read\n --> src/ai/bridge.rs:21:9\n |\n18 | pub struct AiBridgeConfig {\n | -------------- field in this struct\n...\n21 | pub enabled: bool,\n | ^^^^^^^\n |",
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"stdout": " Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765151501447)\nwarning: unused imports: `AbilityScores` and `Ability`\n --> src/dnd/mod.rs:35:19\n |\n35 | pub use ability::{Ability, AbilityScores};\n | ^^^^^^^ ^^^^^^^^^^^^^\n |\n = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default\n\nwarning: unused imports: `ArmorCategory`, `ArmorType`, and `Armor`\n --> src/dnd/mod.rs:36:17\n |\n36 | pub use armor::{Armor, ArmorCategory, ArmorType};\n | ^^^^^ ^^^^^^^^^^^^^ ^^^^^^^^^\n\nwarning: unused import: `combat::AttackResult`\n --> src/dnd/mod.rs:37:9\n |\n37 | pub use combat::AttackResult;\n | ^^^^^^^^^^^^^^^^^^^^\n\nwarning: unused import: `weapons::DamageType`\n --> src/dnd/mod.rs:38:9\n |\n38 | pub use weapons::DamageType;\n | ^^^^^^^^^^^^^^^^^^^\n\nwarning: unused imports: `ArmorClass`, `CharacterSheet`, `Equipment`, `Proficiencies`, and `Skills`\n --> src/dnd/mod.rs:39:22\n |\n39 | pub use components::{ArmorClass, CharacterSheet, Equipment, Proficiencies, Skills};\n | ^^^^^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^^^^^ ^^^^^^\n\nwarning: unused imports: `DiceRoll`, `DiceType`, and `Dice`\n --> src/dnd/mod.rs:40:16\n |\n40 | pub use dice::{Dice, DiceRoll, DiceType};\n | ^^^^ ^^^^^^^^ ^^^^^^^^\n\nwarning: unused imports: `ChallengeRating` and `MonsterTemplate`\n --> src/dnd/mod.rs:41:20\n |\n41 | pub use monsters::{ChallengeRating, MonsterTemplate};\n | ^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^\n\nwarning: unused imports: `WeaponCategory`, `WeaponProperty`, `WeaponType`, and `Weapon`\n --> src/dnd/mod.rs:42:19\n |\n42 | pub use weapons::{Weapon, WeaponCategory, WeaponProperty, WeaponType};\n | ^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^\n\nwarning: field `enabled` is never read\n --> src/ai/bridge.rs:21:9\n |\n18 | pub struct AiBridgeConfig {\n | -------------- field in this struct\n...\n21 | pub enabled: bool,\n | ^^^^^^^\n |",
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[2025-12-08T00:04:06.296Z] [INFO] {
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"content": " | ^^^^^^\n\nwarning: constant `ETHEREAL` is never used\n --> src/theme/mod.rs:21:15\n |\n21 | pub const ETHEREAL: Color = Color::Rgb(100, 149, 237);\n | ^^^^^^^^\n\nwarning: constant `GOLD` is never used\n --> src/theme/mod.rs:24:15\n |\n24 | pub const GOLD: Color = Color::Rgb(255, 215, 0);\n | ^^^^\n\nwarning: constant `BONE` is never used\n --> src/theme/mod.rs:27:15\n |\n27 | pub const BONE: Color = Color::Rgb(255, 250, 240);\n | ^^^^\n\nwarning: constant `SHADOW` is never used\n --> src/theme/mod.rs:30:15\n |\n30 | pub const SHADOW: Color = Color::Rgb(48, 0, 48);\n | ^^^^^^\n\nwarning: constant `RUST` is never used\n --> src/theme/mod.rs:33:15\n |\n33 | pub const RUST: Color = Color::Rgb(183, 65, 14);\n | ^^^^\n\nwarning: constant `ELDRITCH` is never used\n --> src/theme/mod.rs:36:15\n |\n36 | pub const ELDRITCH: Color = Color::Rgb(0, 255, 255);\n | ^^^^^^^^\n\nwarning: `neurohack` (bin \"neurohack\") generated 84 warnings (run `cargo fix --bin \"neurohack\"` to apply 8 suggestions)\n Finished `dev` profile [optimized + debuginfo] target(s) in 0.21s",
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"stdout": " | ^^^^^^\n\nwarning: constant `ETHEREAL` is never used\n --> src/theme/mod.rs:21:15\n |\n21 | pub const ETHEREAL: Color = Color::Rgb(100, 149, 237);\n | ^^^^^^^^\n\nwarning: constant `GOLD` is never used\n --> src/theme/mod.rs:24:15\n |\n24 | pub const GOLD: Color = Color::Rgb(255, 215, 0);\n | ^^^^\n\nwarning: constant `BONE` is never used\n --> src/theme/mod.rs:27:15\n |\n27 | pub const BONE: Color = Color::Rgb(255, 250, 240);\n | ^^^^\n\nwarning: constant `SHADOW` is never used\n --> src/theme/mod.rs:30:15\n |\n30 | pub const SHADOW: Color = Color::Rgb(48, 0, 48);\n | ^^^^^^\n\nwarning: constant `RUST` is never used\n --> src/theme/mod.rs:33:15\n |\n33 | pub const RUST: Color = Color::Rgb(183, 65, 14);\n | ^^^^\n\nwarning: constant `ELDRITCH` is never used\n --> src/theme/mod.rs:36:15\n |\n36 | pub const ELDRITCH: Color = Color::Rgb(0, 255, 255);\n | ^^^^^^^^\n\nwarning: `neurohack` (bin \"neurohack\") generated 84 warnings (run `cargo fix --bin \"neurohack\"` to apply 8 suggestions)\n Finished `dev` profile [optimized + debuginfo] target(s) in 0.21s",
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[2025-12-08T00:04:10.373Z] [INFO] {
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"text": "The code compiles. Now let me update the todo list and continue with the mouse input and AI flavor generation."
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"content": "//! Mouse input handling for TUI.\n//!\n//! Captures mouse events from crossterm and translates them into\n//! world grid coordinates for game interaction.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::MouseMessage;\nuse crossterm::event::{MouseButton, MouseEventKind};\n\nuse crate::game::Position;\n\n/// Plugin for mouse input systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<MouseState>()\n .add_message::<GridClickMessage>()\n .add_message::<GridHoverMessage>()\n .add_systems(Update, process_mouse_input);\n}\n\n/// Current mouse state.\n#[derive(Resource, Debug, Default)]\npub struct MouseState {\n /// Current mouse position on screen (column, row).\n pub screen_position: Option<(u16, u16)>,\n /// Current mouse position in world grid (x, y).\n pub grid_position: Option<Position>,\n /// Entity currently being hovered over.\n pub hovered_entity: Option<Entity>,\n /// Whether the left mouse button is pressed.\n pub left_pressed: bool,\n /// Whether the right mouse button is pressed.\n pub right_pressed: bool,\n}\n\n/// Message sent when player clicks on a grid tile.\n#[derive(Message, Debug, Clone)]\npub struct GridClickMessage {\n /// World grid position that was clicked.\n pub position: Position,\n /// Which mouse button was used.\n pub button: MouseButton,\n /// Entity at this position, if any.\n pub entity: Option<Entity>,\n}\n\n/// Message sent when mouse hovers over a new grid tile.\n#[derive(Message, Debug, Clone)]\npub struct GridHoverMessage {\n /// World grid position being hovered.\n pub position: Position,\n /// Entity at this position, if any.\n pub entity: Option<Entity>,\n /// Previous position (for detecting changes).\n pub previous_position: Option<Position>,\n}\n\n/// Configuration for converting screen coordinates to grid coordinates.\n#[derive(Resource, Debug, Clone)]\npub struct GridViewport {\n /// Offset of the map widget in screen coordinates.\n pub map_offset: (u16, u16),\n /// Size of the map widget in screen coordinates.\n pub map_size: (u16, u16),\n /// Center of the viewport in world coordinates (typically player position).\n pub world_center: Position,\n}\n\nimpl Default for GridViewport {\n fn default() -> Self {\n Self {\n // These will be updated by the render system\n map_offset: (1, 1), // Account for border\n map_size: (40, 20),\n world_center: Position::new(0, 0),\n }\n }\n}\n\nimpl GridViewport {\n /// Convert screen coordinates to world grid coordinates.\n pub fn screen_to_grid(&self, screen_x: u16, screen_y: u16) -> Option<Position> {\n // Check if within map bounds\n if screen_x < self.map_offset.0\n || screen_y < self.map_offset.1\n || screen_x >= self.map_offset.0 + self.map_size.0\n || screen_y >= self.map_offset.1 + self.map_size.1\n {\n return None;\n }\n\n // Calculate relative position within map widget\n let rel_x = (screen_x - self.map_offset.0) as i32;\n let rel_y = (screen_y - self.map_offset.1) as i32;\n\n // Calculate world position (centered on player)\n let center_x = self.map_size.0 as i32 / 2;\n let center_y = self.map_size.1 as i32 / 2;\n\n let world_x = self.world_center.x + (rel_x - center_x);\n let world_y = self.world_center.y + (rel_y - center_y);\n\n Some(Position::new(world_x, world_y))\n }\n}\n\n/// Process mouse input and convert to grid coordinates.\nfn process_mouse_input(\n mut mouse_messages: MessageReader<MouseMessage>,\n mut state: ResMut<MouseState>,\n viewport: Option<Res<GridViewport>>,\n mut click_messages: MessageWriter<GridClickMessage>,\n mut hover_messages: MessageWriter<GridHoverMessage>,\n entities_query: Query<(Entity, &Position)>,\n) {\n let Some(viewport) = viewport else {\n return;\n };\n\n for mouse_msg in mouse_messages.read() {\n let event = &mouse_msg.0;\n\n // Update screen position\n state.screen_position = Some((event.column, event.row));\n\n // Convert to grid position\n let new_grid_pos = viewport.screen_to_grid(event.column, event.row);\n let previous_position = state.grid_position;\n\n // Find entity at this position\n let entity_at_pos = new_grid_pos.and_then(|pos| {\n entities_query\n .iter()\n .find(|(_, entity_pos)| **entity_pos == pos)\n .map(|(entity, _)| entity)\n });\n\n match event.kind {\n MouseEventKind::Down(button) => {\n match button {\n MouseButton::Left => state.left_pressed = true,\n MouseButton::Right => state.right_pressed = true,\n _ => {}\n }\n\n // Send click message if on grid\n if let Some(pos) = new_grid_pos {\n click_messages.write(GridClickMessage {\n position: pos,\n button,\n entity: entity_at_pos,\n });\n }\n }\n MouseEventKind::Up(button) => {\n match button {\n MouseButton::Left => state.left_pressed = false,\n MouseButton::Right => state.right_pressed = false,\n _ => {}\n }\n }\n MouseEventKind::Moved => {\n // Check if grid position changed\n if new_grid_pos != state.grid_position {\n state.grid_position = new_grid_pos;\n state.hovered_entity = entity_at_pos;\n\n // Send hover message if on grid\n if let Some(pos) = new_grid_pos {\n hover_messages.write(GridHoverMessage {\n position: pos,\n entity: entity_at_pos,\n previous_position,\n });\n }\n }\n }\n MouseEventKind::Drag(_button) => {\n // Update position during drag\n if new_grid_pos != state.grid_position {\n state.grid_position = new_grid_pos;\n state.hovered_entity = entity_at_pos;\n }\n }\n MouseEventKind::ScrollUp | MouseEventKind::ScrollDown => {\n // Could be used for scrolling message log, etc.\n }\n }\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_screen_to_grid_conversion() {\n let viewport = GridViewport {\n map_offset: (1, 1),\n map_size: (40, 20),\n world_center: Position::new(50, 50),\n };\n\n // Center of viewport should be player position\n let center_screen_x = 1 + 20; // offset + half width\n let center_screen_y = 1 + 10; // offset + half height\n let grid_pos = viewport.screen_to_grid(center_screen_x, center_screen_y);\n assert_eq!(grid_pos, Some(Position::new(50, 50)));\n\n // Top-left of viewport\n let grid_pos = viewport.screen_to_grid(1, 1);\n assert_eq!(grid_pos, Some(Position::new(30, 40))); // 50-20, 50-10\n\n // Outside map bounds\n let grid_pos = viewport.screen_to_grid(0, 0);\n assert_eq!(grid_pos, None);\n }\n}\n"
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"content": "//! Mouse input handling for TUI.\n//!\n//! Captures mouse events from crossterm and translates them into\n//! world grid coordinates for game interaction.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::MouseMessage;\nuse crossterm::event::{MouseButton, MouseEventKind};\n\nuse crate::game::Position;\n\n/// Plugin for mouse input systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<MouseState>()\n .add_message::<GridClickMessage>()\n .add_message::<GridHoverMessage>()\n .add_systems(Update, process_mouse_input);\n}\n\n/// Current mouse state.\n#[derive(Resource, Debug, Default)]\npub struct MouseState {\n /// Current mouse position on screen (column, row).\n pub screen_position: Option<(u16, u16)>,\n /// Current mouse position in world grid (x, y).\n pub grid_position: Option<Position>,\n /// Entity currently being hovered over.\n pub hovered_entity: Option<Entity>,\n /// Whether the left mouse button is pressed.\n pub left_pressed: bool,\n /// Whether the right mouse button is pressed.\n pub right_pressed: bool,\n}\n\n/// Message sent when player clicks on a grid tile.\n#[derive(Message, Debug, Clone)]\npub struct GridClickMessage {\n /// World grid position that was clicked.\n pub position: Position,\n /// Which mouse button was used.\n pub button: MouseButton,\n /// Entity at this position, if any.\n pub entity: Option<Entity>,\n}\n\n/// Message sent when mouse hovers over a new grid tile.\n#[derive(Message, Debug, Clone)]\npub struct GridHoverMessage {\n /// World grid position being hovered.\n pub position: Position,\n /// Entity at this position, if any.\n pub entity: Option<Entity>,\n /// Previous position (for detecting changes).\n pub previous_position: Option<Position>,\n}\n\n/// Configuration for converting screen coordinates to grid coordinates.\n#[derive(Resource, Debug, Clone)]\npub struct GridViewport {\n /// Offset of the map widget in screen coordinates.\n pub map_offset: (u16, u16),\n /// Size of the map widget in screen coordinates.\n pub map_size: (u16, u16),\n /// Center of the viewport in world coordinates (typically player position).\n pub world_center: Position,\n}\n\nimpl Default for GridViewport {\n fn default() -> Self {\n Self {\n // These will be updated by the render system\n map_offset: (1, 1), // Account for border\n map_size: (40, 20),\n world_center: Position::new(0, 0),\n }\n }\n}\n\nimpl GridViewport {\n /// Convert screen coordinates to world grid coordinates.\n pub fn screen_to_grid(&self, screen_x: u16, screen_y: u16) -> Option<Position> {\n // Check if within map bounds\n if screen_x < self.map_offset.0\n || screen_y < self.map_offset.1\n || screen_x >= self.map_offset.0 + self.map_size.0\n || screen_y >= self.map_offset.1 + self.map_size.1\n {\n return None;\n }\n\n // Calculate relative position within map widget\n let rel_x = (screen_x - self.map_offset.0) as i32;\n let rel_y = (screen_y - self.map_offset.1) as i32;\n\n // Calculate world position (centered on player)\n let center_x = self.map_size.0 as i32 / 2;\n let center_y = self.map_size.1 as i32 / 2;\n\n let world_x = self.world_center.x + (rel_x - center_x);\n let world_y = self.world_center.y + (rel_y - center_y);\n\n Some(Position::new(world_x, world_y))\n }\n}\n\n/// Process mouse input and convert to grid coordinates.\nfn process_mouse_input(\n mut mouse_messages: MessageReader<MouseMessage>,\n mut state: ResMut<MouseState>,\n viewport: Option<Res<GridViewport>>,\n mut click_messages: MessageWriter<GridClickMessage>,\n mut hover_messages: MessageWriter<GridHoverMessage>,\n entities_query: Query<(Entity, &Position)>,\n) {\n let Some(viewport) = viewport else {\n return;\n };\n\n for mouse_msg in mouse_messages.read() {\n let event = &mouse_msg.0;\n\n // Update screen position\n state.screen_position = Some((event.column, event.row));\n\n // Convert to grid position\n let new_grid_pos = viewport.screen_to_grid(event.column, event.row);\n let previous_position = state.grid_position;\n\n // Find entity at this position\n let entity_at_pos = new_grid_pos.and_then(|pos| {\n entities_query\n .iter()\n .find(|(_, entity_pos)| **entity_pos == pos)\n .map(|(entity, _)| entity)\n });\n\n match event.kind {\n MouseEventKind::Down(button) => {\n match button {\n MouseButton::Left => state.left_pressed = true,\n MouseButton::Right => state.right_pressed = true,\n _ => {}\n }\n\n // Send click message if on grid\n if let Some(pos) = new_grid_pos {\n click_messages.write(GridClickMessage {\n position: pos,\n button,\n entity: entity_at_pos,\n });\n }\n }\n MouseEventKind::Up(button) => {\n match button {\n MouseButton::Left => state.left_pressed = false,\n MouseButton::Right => state.right_pressed = false,\n _ => {}\n }\n }\n MouseEventKind::Moved => {\n // Check if grid position changed\n if new_grid_pos != state.grid_position {\n state.grid_position = new_grid_pos;\n state.hovered_entity = entity_at_pos;\n\n // Send hover message if on grid\n if let Some(pos) = new_grid_pos {\n hover_messages.write(GridHoverMessage {\n position: pos,\n entity: entity_at_pos,\n previous_position,\n });\n }\n }\n }\n MouseEventKind::Drag(_button) => {\n // Update position during drag\n if new_grid_pos != state.grid_position {\n state.grid_position = new_grid_pos;\n state.hovered_entity = entity_at_pos;\n }\n }\n MouseEventKind::ScrollUp | MouseEventKind::ScrollDown => {\n // Could be used for scrolling message log, etc.\n }\n }\n }\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_screen_to_grid_conversion() {\n let viewport = GridViewport {\n map_offset: (1, 1),\n map_size: (40, 20),\n world_center: Position::new(50, 50),\n };\n\n // Center of viewport should be player position\n let center_screen_x = 1 + 20; // offset + half width\n let center_screen_y = 1 + 10; // offset + half height\n let grid_pos = viewport.screen_to_grid(center_screen_x, center_screen_y);\n assert_eq!(grid_pos, Some(Position::new(50, 50)));\n\n // Top-left of viewport\n let grid_pos = viewport.screen_to_grid(1, 1);\n assert_eq!(grid_pos, Some(Position::new(30, 40))); // 50-20, 50-10\n\n // Outside map bounds\n let grid_pos = viewport.screen_to_grid(0, 0);\n assert_eq!(grid_pos, None);\n }\n}\n",
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"text": "Now let me create the tooltip/hover widget for displaying entity information:"
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"content": "//! Tooltip system for displaying entity information on hover.\n\nuse bevy::prelude::*;\n\nuse super::mouse::{GridHoverMessage, MouseState};\nuse crate::dnd::{AbilityScores, ArmorClass};\nuse crate::dnd::components::HitPoints;\nuse crate::dnd::monsters::MonsterTemplate;\nuse crate::game::{Monster, Player, Position};\n\n/// Plugin for tooltip systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<TooltipState>()\n .add_systems(Update, (update_tooltip_on_hover, clear_tooltip_on_empty));\n}\n\n/// Current tooltip state.\n#[derive(Resource, Debug, Default)]\npub struct TooltipState {\n /// Whether the tooltip is visible.\n pub visible: bool,\n /// Title of the tooltip (entity name).\n pub title: String,\n /// Lines of tooltip content.\n pub lines: Vec<TooltipLine>,\n /// Screen position for the tooltip (near mouse).\n pub screen_position: (u16, u16),\n}\n\n/// A line in the tooltip with optional styling.\n#[derive(Debug, Clone)]\npub struct TooltipLine {\n pub text: String,\n pub style: TooltipStyle,\n}\n\n/// Style for tooltip lines.\n#[derive(Debug, Clone, Copy, Default)]\npub enum TooltipStyle {\n #[default]\n Normal,\n Header,\n Stat,\n Warning,\n Good,\n}\n\nimpl TooltipLine {\n pub fn normal(text: impl Into<String>) -> Self {\n Self {\n text: text.into(),\n style: TooltipStyle::Normal,\n }\n }\n\n pub fn header(text: impl Into<String>) -> Self {\n Self {\n text: text.into(),\n style: TooltipStyle::Header,\n }\n }\n\n pub fn stat(text: impl Into<String>) -> Self {\n Self {\n text: text.into(),\n style: TooltipStyle::Stat,\n }\n }\n}\n\n/// Update tooltip when hovering over an entity.\nfn update_tooltip_on_hover(\n mut hover_messages: MessageReader<GridHoverMessage>,\n mut tooltip: ResMut<TooltipState>,\n mouse_state: Res<MouseState>,\n // Query for different entity types\n monster_query: Query<\n (\n &Name,\n Option<&MonsterTemplate>,\n Option<&HitPoints>,\n Option<&ArmorClass>,\n Option<&AbilityScores>,\n ),\n With<Monster>,\n >,\n player_query: Query<\n (&Name, Option<&HitPoints>, Option<&ArmorClass>),\n With<Player>,\n >,\n position_query: Query<&Position>,\n) {\n for hover_msg in hover_messages.read() {\n // Clear tooltip if no entity\n let Some(entity) = hover_msg.entity else {\n tooltip.visible = false;\n return;\n };\n\n // Try to get entity info\n if let Ok((name, template, hp, ac, abilities)) = monster_query.get(entity) {\n tooltip.visible = true;\n tooltip.title = if let Some(t) = template {\n t.display_name()\n } else {\n name.to_string()\n };\n\n tooltip.lines.clear();\n\n // Add monster type info\n if let Some(t) = template {\n let data = t.data();\n tooltip.lines.push(TooltipLine::normal(format!(\n \"CR {} {}\",\n data.challenge_rating.display(),\n format!(\"{:?}\", data.creature_type).to_lowercase()\n )));\n }\n\n // Add HP info\n if let Some(hp) = hp {\n let hp_pct = hp.percentage();\n let hp_desc = if hp_pct >= 1.0 {\n \"Uninjured\"\n } else if hp_pct >= 0.75 {\n \"Lightly wounded\"\n } else if hp_pct >= 0.5 {\n \"Wounded\"\n } else if hp_pct >= 0.25 {\n \"Heavily wounded\"\n } else {\n \"Near death\"\n };\n tooltip.lines.push(TooltipLine::stat(hp_desc));\n }\n\n // Add AC info\n if let Some(ac) = ac {\n tooltip.lines.push(TooltipLine::stat(format!(\"AC: {}\", ac.total())));\n }\n\n // Add ability scores (abbreviated)\n if let Some(ab) = abilities {\n tooltip.lines.push(TooltipLine::stat(format!(\n \"STR {} DEX {} CON {}\",\n ab.strength, ab.dexterity, ab.constitution\n )));\n }\n\n // Add flavor description if available\n if let Some(t) = template {\n if let Some(ref desc) = t.visual_description {\n tooltip.lines.push(TooltipLine::normal(desc.clone()));\n }\n }\n } else if let Ok((name, hp, ac)) = player_query.get(entity) {\n // It's the player\n tooltip.visible = true;\n tooltip.title = name.to_string();\n tooltip.lines.clear();\n\n if let Some(hp) = hp {\n tooltip.lines.push(TooltipLine::stat(format!(\n \"HP: {}/{}\",\n hp.current, hp.max\n )));\n }\n\n if let Some(ac) = ac {\n tooltip.lines.push(TooltipLine::stat(format!(\"AC: {}\", ac.total())));\n }\n } else {\n tooltip.visible = false;\n }\n\n // Update screen position\n if let Some((x, y)) = mouse_state.screen_position {\n tooltip.screen_position = (x + 2, y);\n }\n }\n}\n\n/// Clear tooltip when mouse moves to empty space.\nfn clear_tooltip_on_empty(\n mouse_state: Res<MouseState>,\n mut tooltip: ResMut<TooltipState>,\n) {\n // If no grid position or no entity, hide tooltip\n if mouse_state.grid_position.is_none() || mouse_state.hovered_entity.is_none() {\n if tooltip.visible {\n tooltip.visible = false;\n }\n }\n}\n"
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"content": "//! Tooltip system for displaying entity information on hover.\n\nuse bevy::prelude::*;\n\nuse super::mouse::{GridHoverMessage, MouseState};\nuse crate::dnd::{AbilityScores, ArmorClass};\nuse crate::dnd::components::HitPoints;\nuse crate::dnd::monsters::MonsterTemplate;\nuse crate::game::{Monster, Player, Position};\n\n/// Plugin for tooltip systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<TooltipState>()\n .add_systems(Update, (update_tooltip_on_hover, clear_tooltip_on_empty));\n}\n\n/// Current tooltip state.\n#[derive(Resource, Debug, Default)]\npub struct TooltipState {\n /// Whether the tooltip is visible.\n pub visible: bool,\n /// Title of the tooltip (entity name).\n pub title: String,\n /// Lines of tooltip content.\n pub lines: Vec<TooltipLine>,\n /// Screen position for the tooltip (near mouse).\n pub screen_position: (u16, u16),\n}\n\n/// A line in the tooltip with optional styling.\n#[derive(Debug, Clone)]\npub struct TooltipLine {\n pub text: String,\n pub style: TooltipStyle,\n}\n\n/// Style for tooltip lines.\n#[derive(Debug, Clone, Copy, Default)]\npub enum TooltipStyle {\n #[default]\n Normal,\n Header,\n Stat,\n Warning,\n Good,\n}\n\nimpl TooltipLine {\n pub fn normal(text: impl Into<String>) -> Self {\n Self {\n text: text.into(),\n style: TooltipStyle::Normal,\n }\n }\n\n pub fn header(text: impl Into<String>) -> Self {\n Self {\n text: text.into(),\n style: TooltipStyle::Header,\n }\n }\n\n pub fn stat(text: impl Into<String>) -> Self {\n Self {\n text: text.into(),\n style: TooltipStyle::Stat,\n }\n }\n}\n\n/// Update tooltip when hovering over an entity.\nfn update_tooltip_on_hover(\n mut hover_messages: MessageReader<GridHoverMessage>,\n mut tooltip: ResMut<TooltipState>,\n mouse_state: Res<MouseState>,\n // Query for different entity types\n monster_query: Query<\n (\n &Name,\n Option<&MonsterTemplate>,\n Option<&HitPoints>,\n Option<&ArmorClass>,\n Option<&AbilityScores>,\n ),\n With<Monster>,\n >,\n player_query: Query<\n (&Name, Option<&HitPoints>, Option<&ArmorClass>),\n With<Player>,\n >,\n position_query: Query<&Position>,\n) {\n for hover_msg in hover_messages.read() {\n // Clear tooltip if no entity\n let Some(entity) = hover_msg.entity else {\n tooltip.visible = false;\n return;\n };\n\n // Try to get entity info\n if let Ok((name, template, hp, ac, abilities)) = monster_query.get(entity) {\n tooltip.visible = true;\n tooltip.title = if let Some(t) = template {\n t.display_name()\n } else {\n name.to_string()\n };\n\n tooltip.lines.clear();\n\n // Add monster type info\n if let Some(t) = template {\n let data = t.data();\n tooltip.lines.push(TooltipLine::normal(format!(\n \"CR {} {}\",\n data.challenge_rating.display(),\n format!(\"{:?}\", data.creature_type).to_lowercase()\n )));\n }\n\n // Add HP info\n if let Some(hp) = hp {\n let hp_pct = hp.percentage();\n let hp_desc = if hp_pct >= 1.0 {\n \"Uninjured\"\n } else if hp_pct >= 0.75 {\n \"Lightly wounded\"\n } else if hp_pct >= 0.5 {\n \"Wounded\"\n } else if hp_pct >= 0.25 {\n \"Heavily wounded\"\n } else {\n \"Near death\"\n };\n tooltip.lines.push(TooltipLine::stat(hp_desc));\n }\n\n // Add AC info\n if let Some(ac) = ac {\n tooltip.lines.push(TooltipLine::stat(format!(\"AC: {}\", ac.total())));\n }\n\n // Add ability scores (abbreviated)\n if let Some(ab) = abilities {\n tooltip.lines.push(TooltipLine::stat(format!(\n \"STR {} DEX {} CON {}\",\n ab.strength, ab.dexterity, ab.constitution\n )));\n }\n\n // Add flavor description if available\n if let Some(t) = template {\n if let Some(ref desc) = t.visual_description {\n tooltip.lines.push(TooltipLine::normal(desc.clone()));\n }\n }\n } else if let Ok((name, hp, ac)) = player_query.get(entity) {\n // It's the player\n tooltip.visible = true;\n tooltip.title = name.to_string();\n tooltip.lines.clear();\n\n if let Some(hp) = hp {\n tooltip.lines.push(TooltipLine::stat(format!(\n \"HP: {}/{}\",\n hp.current, hp.max\n )));\n }\n\n if let Some(ac) = ac {\n tooltip.lines.push(TooltipLine::stat(format!(\"AC: {}\", ac.total())));\n }\n } else {\n tooltip.visible = false;\n }\n\n // Update screen position\n if let Some((x, y)) = mouse_state.screen_position {\n tooltip.screen_position = (x + 2, y);\n }\n }\n}\n\n/// Clear tooltip when mouse moves to empty space.\nfn clear_tooltip_on_empty(\n mouse_state: Res<MouseState>,\n mut tooltip: ResMut<TooltipState>,\n) {\n // If no grid position or no entity, hide tooltip\n if mouse_state.grid_position.is_none() || mouse_state.hovered_entity.is_none() {\n if tooltip.visible {\n tooltip.visible = false;\n }\n }\n}\n",
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"content": " 1→//! TUI module - Terminal user interface with ratatui.\n 2→\n 3→mod mouse;\n 4→mod render;\n 5→mod widgets;\n 6→\n 7→pub use mouse::{GridClickMessage, GridHoverMessage, GridViewport, MouseState};\n 8→pub use render::CurrentNarrative;\n 9→\n 10→use bevy::prelude::*;\n 11→\n 12→/// Plugin for TUI rendering.\n 13→pub fn plugin(app: &mut App) {\n 14→ app.add_plugins((render::plugin, mouse::plugin));\n 15→}\n 16→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"new_string": "//! TUI module - Terminal user interface with ratatui.\n\nmod mouse;\nmod render;\nmod tooltip;\nmod widgets;\n\npub use mouse::{GridClickMessage, GridHoverMessage, GridViewport, MouseState};\npub use render::CurrentNarrative;\npub use tooltip::TooltipState;\n\nuse bevy::prelude::*;\n\n/// Plugin for TUI rendering.\npub fn plugin(app: &mut App) {\n app.add_plugins((render::plugin, mouse::plugin, tooltip::plugin));\n}"
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"content": "The file /tmp/gh-issue-solver-1765151501447/src/tui/mod.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! TUI module - Terminal user interface with ratatui.\n 2→\n 3→mod mouse;\n 4→mod render;\n 5→mod tooltip;\n 6→mod widgets;\n 7→\n 8→pub use mouse::{GridClickMessage, GridHoverMessage, GridViewport, MouseState};\n 9→pub use render::CurrentNarrative;\n 10→pub use tooltip::TooltipState;\n 11→\n 12→use bevy::prelude::*;\n 13→\n 14→/// Plugin for TUI rendering.\n 15→pub fn plugin(app: &mut App) {\n 16→ app.add_plugins((render::plugin, mouse::plugin, tooltip::plugin));\n 17→}\n 18→"
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"newString": "//! TUI module - Terminal user interface with ratatui.\n\nmod mouse;\nmod render;\nmod tooltip;\nmod widgets;\n\npub use mouse::{GridClickMessage, GridHoverMessage, GridViewport, MouseState};\npub use render::CurrentNarrative;\npub use tooltip::TooltipState;\n\nuse bevy::prelude::*;\n\n/// Plugin for TUI rendering.\npub fn plugin(app: &mut App) {\n app.add_plugins((render::plugin, mouse::plugin, tooltip::plugin));\n}",
"originalFile": "//! TUI module - Terminal user interface with ratatui.\n\nmod mouse;\nmod render;\nmod widgets;\n\npub use mouse::{GridClickMessage, GridHoverMessage, GridViewport, MouseState};\npub use render::CurrentNarrative;\n\nuse bevy::prelude::*;\n\n/// Plugin for TUI rendering.\npub fn plugin(app: &mut App) {\n app.add_plugins((render::plugin, mouse::plugin));\n}\n",
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" ",
" mod mouse;",
" mod render;",
"+mod tooltip;",
" mod widgets;",
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" pub use mouse::{GridClickMessage, GridHoverMessage, GridViewport, MouseState};",
" pub use render::CurrentNarrative;",
"+pub use tooltip::TooltipState;",
" ",
" use bevy::prelude::*;",
" ",
" /// Plugin for TUI rendering.",
" pub fn plugin(app: &mut App) {",
"- app.add_plugins((render::plugin, mouse::plugin));",
"+ app.add_plugins((render::plugin, mouse::plugin, tooltip::plugin));",
" }"
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"text": "Now let me update the AI bridge for the \"Constructive DM\" pattern - generating entity flavor while keeping mechanics in Rust:"
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"content": "//! AI Flavor Generation - The \"Constructive DM\" pattern.\n//!\n//! The AI generates *flavor* (names, descriptions, appearances) while Rust\n//! controls the *mechanics* (stats, damage, AC). This separation ensures:\n//! - AI creativity for immersion\n//! - Deterministic game balance\n//! - Type-safe ECS integration\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse crate::dnd::monsters::{MonsterDatabase, MonsterTemplate, MonsterType};\nuse crate::dnd::weapons::{WeaponDatabase, WeaponType};\nuse crate::dnd::armor::{ArmorDatabase, ArmorType};\n\nuse super::client::{OllamaClient, OllamaError};\nuse super::bridge::AiBridgeConfig;\n\n/// Plugin for AI flavor generation.\npub fn plugin(app: &mut App) {\n app.add_message::<FlavorRequestMessage>()\n .add_message::<FlavorResponseMessage>();\n}\n\n/// Request for AI-generated entity flavor.\n#[derive(Message, Debug, Clone)]\npub struct Flavo**********ssage {\n /// Unique request ID for tracking.\n pub request_id: u64,\n /// What kind of flavor to generate.\n pub kind: FlavorRequestKind,\n /// Target entity to apply flavor to.\n pub target_entity: Option<Entity>,\n}\n\n/// Types of flavor requests.\n#[derive(Debug, Clone)]\npub enum FlavorRequestKind {\n /// Generate flavor for a monster.\n /// Input: \"Spawn a CR 1/4 Skeleton\"\n /// Output: Custom name, visual description, weapon flavor\n Monster {\n monster_type: MonsterType,\n },\n /// Generate flavor for a weapon.\n Weapon {\n weapon_type: WeaponType,\n context: String, // e.g., \"found in skeleton's hand\"\n },\n /// Generate flavor for armor.\n Armor {\n armor_type: ArmorType,\n context: String,\n },\n /// Generate a custom item description.\n Item {\n item_name: String,\n context: String,\n },\n}\n\n/// Response with AI-generated flavor.\n#[derive(Message, Debug, Clone)]\npub struct Flavo***********ssage {\n /// Matching request ID.\n pub request_id: u64,\n /// The generated flavor.\n pub kind: FlavorResponseKind,\n /// Target entity to apply to.\n pub target_entity: Option<Entity>,\n}\n\n/// Types of flavor responses.\n#[derive(Debug, Clone)]\npub enum FlavorResponseKind {\n Monster(MonsterFlavor),\n Weapon(WeaponFlavor),\n Armor(ArmorFlavor),\n Item(ItemFlavor),\n Error(String),\n}\n\n/// AI-generated flavor for a monster.\n///\n/// Example JSON from AI:\n/// ```json\n/// {\n/// \"name\": \"Calcified Guardian\",\n/// \"visual_desc\": \"Bones fused with iron ore, eye sockets glow with pale fire\",\n/// \"weapon_flavor\": \"Rusted Pickaxe\",\n/// \"armor_flavor\": null,\n/// \"personality_trait\": \"Territorial, guards ancient mining shaft\"\n/// }\n/// ```\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct MonsterFlavor {\n /// Custom name (e.g., \"Snaggletooth the Rotting\").\n pub name: String,\n /// Visual description.\n pub visual_desc: String,\n /// Flavor text for equipped weapon.\n pub weapon_flavor: Option<String>,\n /// Flavor text for armor (if any).\n pub armor_flavor: Option<String>,\n /// Optional personality trait.\n pub personality_trait: Option<String>,\n}\n\n/// AI-generated flavor for a weapon.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct WeaponFlavor {\n /// Custom name (e.g., \"Rusted Pickaxe\").\n pub name: String,\n /// Visual description.\n pub visual_desc: String,\n /// Any inscription or markings.\n pub inscription: Option<String>,\n}\n\n/// AI-generated flavor for armor.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct ArmorFlavor {\n /// Custom name (e.g., \"Moldy Leather Armor\").\n pub name: String,\n /// Visual description.\n pub visual_desc: String,\n /// Any notable features.\n pub features: Option<String>,\n}\n\n/// AI-generated flavor for a generic item.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct ItemFlavor {\n /// Custom name.\n pub name: String,\n /// Visual description.\n pub visual_desc: String,\n /// Lore or history.\n pub lore: Option<String>,\n}\n\n/// The Flavor Engine - generates entity flavor via AI.\npub struct FlavorEngine {\n client: OllamaClient,\n}\n\nimpl FlavorEngine {\n /// Create a new flavor engine with configuration.\n pub fn new(config: &AiBridgeConfig) -> Self {\n let client = OllamaClient::new(&config.model).with_url(&config.ollama_url);\n Self { client }\n }\n\n /// Generate flavor for a monster.\n ///\n /// The prompt enforces a JSON schema that separates flavor from mechanics.\n /// Rust then maps flavor strings back to game components.\n pub async fn generate_monster_flavor(\n &self,\n monster_type: MonsterType,\n ) -> Result<MonsterFlavor, OllamaError> {\n let data = monster_type.data();\n\n let prompt = format!(\n r#\"You are a horror-themed Dungeon Master generating flavor for a D&D monster.\n\nMonster Type: {} (CR {})\nCreature Type: {:?}\nSize: {:?}\n\nGenerate unique, atmospheric flavor for this creature. The game will use the mechanical stats (HP, AC, damage) from D&D rules - you only provide the narrative flavor.\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"name\": \"A unique, evocative name (e.g., 'Calcified Guardian', 'Snaggletooth the Rotting')\",\n \"visual_desc\": \"2-3 sentences describing appearance, focusing on unsettling details\",\n \"weapon_flavor\": \"Custom name for their weapon (e.g., 'Rusted Pickaxe') or null if unarmed\",\n \"armor_flavor\": \"Custom name for their armor (e.g., 'Moldy Leather Armor') or null if unarmored\",\n \"personality_trait\": \"One-line personality or behavior trait\"\n}}\n\nBe creative and unsettling. Focus on sensory details that create atmosphere.\"#,\n data.name,\n data.challenge_rating.display(),\n data.creature_type,\n data.size,\n );\n\n self.client.generate_json(&prompt).await\n }\n\n /// Generate flavor for a weapon found in the world.\n pub async fn generate_weapon_flavor(\n &self,\n weapon_type: WeaponType,\n context: &str,\n ) -> Result<WeaponFlavor, OllamaError> {\n let data = weapon_type.base_data();\n\n let prompt = format!(\n r#\"You are a horror-themed Dungeon Master generating flavor for a weapon.\n\nWeapon Type: {} ({}x{} {} damage)\nContext: {}\n\nGenerate atmospheric flavor for this weapon. The game uses D&D mechanics - you provide narrative.\n\nRespond with ONLY a JSON object:\n{{\n \"name\": \"A descriptive name (e.g., 'Rusted Pickaxe', 'Bone-Hilted Dagger')\",\n \"visual_desc\": \"1-2 sentences describing appearance and condition\",\n \"inscription\": \"Any markings, runes, or inscriptions (or null)\"\n}}\n\nMake it fit the horror atmosphere.\"#,\n data.name,\n data.damage.count,\n data.damage.die_type,\n data.damage_type.name(),\n context,\n );\n\n self.client.generate_json(&prompt).await\n }\n\n /// Generate flavor for armor.\n pub async fn generate_armor_flavor(\n &self,\n armor_type: ArmorType,\n context: &str,\n ) -> Result<ArmorFlavor, OllamaError> {\n let data = armor_type.base_data();\n\n let prompt = format!(\n r#\"You are a horror-themed Dungeon Master generating flavor for armor.\n\nArmor Type: {} (AC {}, {:?})\nContext: {}\n\nGenerate atmospheric flavor for this armor.\n\nRespond with ONLY a JSON object:\n{{\n \"name\": \"A descriptive name (e.g., 'Moldy Leather Armor', 'Bone-Studded Vest')\",\n \"visual_desc\": \"1-2 sentences describing appearance and condition\",\n \"features\": \"Any notable features or damage (or null)\"\n}}\n\nMake it atmospheric and slightly unsettling.\"#,\n data.name,\n data.base_ac,\n data.category,\n context,\n );\n\n self.client.generate_json(&prompt).await\n }\n}\n\n/// Map AI-generated weapon flavor back to actual weapon type.\n///\n/// Example: \"Rusted Pickaxe\" -> WeaponType::WarPick\npub fn map_weapon_flavor_to_type(\n flavor_name: &str,\n weapon_db: &WeaponDatabase,\n) -> Option<WeaponType> {\n // Try to find a matching weapon type\n // The flavor name might not match exactly, so we try partial matching\n weapon_db.find_by_name(flavor_name)\n}\n\n/// Map AI-generated armor flavor back to actual armor type.\npub fn map_armor_flavor_to_type(\n flavor_name: &str,\n armor_db: &ArmorDatabase,\n) -> Option<ArmorType> {\n armor_db.find_by_name(flavor_name)\n}\n\n/// Apply monster flavor to a MonsterTemplate component.\npub fn apply_monster_flavor(template: &mut MonsterTemplate, flavor: &MonsterFlavor) {\n template.custom_name = Some(flavor.name.clone());\n template.visual_description = Some(flavor.visual_desc.clone());\n template.weapon_flavor = flavor.weapon_flavor.clone();\n template.armor_flavor = flavor.armor_flavor.clone();\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_monster_flavor_deserialization() {\n let json = r#\"{\n \"name\": \"Calcified Guardian\",\n \"visual_desc\": \"Bones fused with iron ore\",\n \"weapon_flavor\": \"Rusted Pickaxe\",\n \"armor_flavor\": null,\n \"personality_trait\": \"Territorial\"\n }\"#;\n\n let flavor: MonsterFlavor = serde_json::from_str(json).unwrap();\n assert_eq!(flavor.name, \"Calcified Guardian\");\n assert!(flavor.weapon_flavor.is_some());\n assert!(flavor.armor_flavor.is_none());\n }\n\n #[test]\n fn test_weapon_mapping() {\n let db = WeaponDatabase::default();\n\n // Direct match\n assert!(map_weapon_flavor_to_type(\"Longsword\", &db).is_some());\n\n // Partial match (pickaxe -> war pick)\n assert!(map_weapon_flavor_to_type(\"Pick\", &db).is_some());\n }\n}\n"
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"content": "//! AI Flavor Generation - The \"Constructive DM\" pattern.\n//!\n//! The AI generates *flavor* (names, descriptions, appearances) while Rust\n//! controls the *mechanics* (stats, damage, AC). This separation ensures:\n//! - AI creativity for immersion\n//! - Deterministic game balance\n//! - Type-safe ECS integration\n\nuse bevy::prelude::*;\nuse serde::{Deserialize, Serialize};\n\nuse crate::dnd::monsters::{MonsterDatabase, MonsterTemplate, MonsterType};\nuse crate::dnd::weapons::{WeaponDatabase, WeaponType};\nuse crate::dnd::armor::{ArmorDatabase, ArmorType};\n\nuse super::client::{OllamaClient, OllamaError};\nuse super::bridge::AiBridgeConfig;\n\n/// Plugin for AI flavor generation.\npub fn plugin(app: &mut App) {\n app.add_message::<FlavorRequestMessage>()\n .add_message::<FlavorResponseMessage>();\n}\n\n/// Request for AI-generated entity flavor.\n#[derive(Message, Debug, Clone)]\npub struct Flavo**********ssage {\n /// Unique request ID for tracking.\n pub request_id: u64,\n /// What kind of flavor to generate.\n pub kind: FlavorRequestKind,\n /// Target entity to apply flavor to.\n pub target_entity: Option<Entity>,\n}\n\n/// Types of flavor requests.\n#[derive(Debug, Clone)]\npub enum FlavorRequestKind {\n /// Generate flavor for a monster.\n /// Input: \"Spawn a CR 1/4 Skeleton\"\n /// Output: Custom name, visual description, weapon flavor\n Monster {\n monster_type: MonsterType,\n },\n /// Generate flavor for a weapon.\n Weapon {\n weapon_type: WeaponType,\n context: String, // e.g., \"found in skeleton's hand\"\n },\n /// Generate flavor for armor.\n Armor {\n armor_type: ArmorType,\n context: String,\n },\n /// Generate a custom item description.\n Item {\n item_name: String,\n context: String,\n },\n}\n\n/// Response with AI-generated flavor.\n#[derive(Message, Debug, Clone)]\npub struct Flavo***********ssage {\n /// Matching request ID.\n pub request_id: u64,\n /// The generated flavor.\n pub kind: FlavorResponseKind,\n /// Target entity to apply to.\n pub target_entity: Option<Entity>,\n}\n\n/// Types of flavor responses.\n#[derive(Debug, Clone)]\npub enum FlavorResponseKind {\n Monster(MonsterFlavor),\n Weapon(WeaponFlavor),\n Armor(ArmorFlavor),\n Item(ItemFlavor),\n Error(String),\n}\n\n/// AI-generated flavor for a monster.\n///\n/// Example JSON from AI:\n/// ```json\n/// {\n/// \"name\": \"Calcified Guardian\",\n/// \"visual_desc\": \"Bones fused with iron ore, eye sockets glow with pale fire\",\n/// \"weapon_flavor\": \"Rusted Pickaxe\",\n/// \"armor_flavor\": null,\n/// \"personality_trait\": \"Territorial, guards ancient mining shaft\"\n/// }\n/// ```\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct MonsterFlavor {\n /// Custom name (e.g., \"Snaggletooth the Rotting\").\n pub name: String,\n /// Visual description.\n pub visual_desc: String,\n /// Flavor text for equipped weapon.\n pub weapon_flavor: Option<String>,\n /// Flavor text for armor (if any).\n pub armor_flavor: Option<String>,\n /// Optional personality trait.\n pub personality_trait: Option<String>,\n}\n\n/// AI-generated flavor for a weapon.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct WeaponFlavor {\n /// Custom name (e.g., \"Rusted Pickaxe\").\n pub name: String,\n /// Visual description.\n pub visual_desc: String,\n /// Any inscription or markings.\n pub inscription: Option<String>,\n}\n\n/// AI-generated flavor for armor.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct ArmorFlavor {\n /// Custom name (e.g., \"Moldy Leather Armor\").\n pub name: String,\n /// Visual description.\n pub visual_desc: String,\n /// Any notable features.\n pub features: Option<String>,\n}\n\n/// AI-generated flavor for a generic item.\n#[derive(Debug, Clone, Serialize, Deserialize)]\npub struct ItemFlavor {\n /// Custom name.\n pub name: String,\n /// Visual description.\n pub visual_desc: String,\n /// Lore or history.\n pub lore: Option<String>,\n}\n\n/// The Flavor Engine - generates entity flavor via AI.\npub struct FlavorEngine {\n client: OllamaClient,\n}\n\nimpl FlavorEngine {\n /// Create a new flavor engine with configuration.\n pub fn new(config: &AiBridgeConfig) -> Self {\n let client = OllamaClient::new(&config.model).with_url(&config.ollama_url);\n Self { client }\n }\n\n /// Generate flavor for a monster.\n ///\n /// The prompt enforces a JSON schema that separates flavor from mechanics.\n /// Rust then maps flavor strings back to game components.\n pub async fn generate_monster_flavor(\n &self,\n monster_type: MonsterType,\n ) -> Result<MonsterFlavor, OllamaError> {\n let data = monster_type.data();\n\n let prompt = format!(\n r#\"You are a horror-themed Dungeon Master generating flavor for a D&D monster.\n\nMonster Type: {} (CR {})\nCreature Type: {:?}\nSize: {:?}\n\nGenerate unique, atmospheric flavor for this creature. The game will use the mechanical stats (HP, AC, damage) from D&D rules - you only provide the narrative flavor.\n\nRespond with ONLY a JSON object in this exact format:\n{{\n \"name\": \"A unique, evocative name (e.g., 'Calcified Guardian', 'Snaggletooth the Rotting')\",\n \"visual_desc\": \"2-3 sentences describing appearance, focusing on unsettling details\",\n \"weapon_flavor\": \"Custom name for their weapon (e.g., 'Rusted Pickaxe') or null if unarmed\",\n \"armor_flavor\": \"Custom name for their armor (e.g., 'Moldy Leather Armor') or null if unarmored\",\n \"personality_trait\": \"One-line personality or behavior trait\"\n}}\n\nBe creative and unsettling. Focus on sensory details that create atmosphere.\"#,\n data.name,\n data.challenge_rating.display(),\n data.creature_type,\n data.size,\n );\n\n self.client.generate_json(&prompt).await\n }\n\n /// Generate flavor for a weapon found in the world.\n pub async fn generate_weapon_flavor(\n &self,\n weapon_type: WeaponType,\n context: &str,\n ) -> Result<WeaponFlavor, OllamaError> {\n let data = weapon_type.base_data();\n\n let prompt = format!(\n r#\"You are a horror-themed Dungeon Master generating flavor for a weapon.\n\nWeapon Type: {} ({}x{} {} damage)\nContext: {}\n\nGenerate atmospheric flavor for this weapon. The game uses D&D mechanics - you provide narrative.\n\nRespond with ONLY a JSON object:\n{{\n \"name\": \"A descriptive name (e.g., 'Rusted Pickaxe', 'Bone-Hilted Dagger')\",\n \"visual_desc\": \"1-2 sentences describing appearance and condition\",\n \"inscription\": \"Any markings, runes, or inscriptions (or null)\"\n}}\n\nMake it fit the horror atmosphere.\"#,\n data.name,\n data.damage.count,\n data.damage.die_type,\n data.damage_type.name(),\n context,\n );\n\n self.client.generate_json(&prompt).await\n }\n\n /// Generate flavor for armor.\n pub async fn generate_armor_flavor(\n &self,\n armor_type: ArmorType,\n context: &str,\n ) -> Result<ArmorFlavor, OllamaError> {\n let data = armor_type.base_data();\n\n let prompt = format!(\n r#\"You are a horror-themed Dungeon Master generating flavor for armor.\n\nArmor Type: {} (AC {}, {:?})\nContext: {}\n\nGenerate atmospheric flavor for this armor.\n\nRespond with ONLY a JSON object:\n{{\n \"name\": \"A descriptive name (e.g., 'Moldy Leather Armor', 'Bone-Studded Vest')\",\n \"visual_desc\": \"1-2 sentences describing appearance and condition\",\n \"features\": \"Any notable features or damage (or null)\"\n}}\n\nMake it atmospheric and slightly unsettling.\"#,\n data.name,\n data.base_ac,\n data.category,\n context,\n );\n\n self.client.generate_json(&prompt).await\n }\n}\n\n/// Map AI-generated weapon flavor back to actual weapon type.\n///\n/// Example: \"Rusted Pickaxe\" -> WeaponType::WarPick\npub fn map_weapon_flavor_to_type(\n flavor_name: &str,\n weapon_db: &WeaponDatabase,\n) -> Option<WeaponType> {\n // Try to find a matching weapon type\n // The flavor name might not match exactly, so we try partial matching\n weapon_db.find_by_name(flavor_name)\n}\n\n/// Map AI-generated armor flavor back to actual armor type.\npub fn map_armor_flavor_to_type(\n flavor_name: &str,\n armor_db: &ArmorDatabase,\n) -> Option<ArmorType> {\n armor_db.find_by_name(flavor_name)\n}\n\n/// Apply monster flavor to a MonsterTemplate component.\npub fn apply_monster_flavor(template: &mut MonsterTemplate, flavor: &MonsterFlavor) {\n template.custom_name = Some(flavor.name.clone());\n template.visual_description = Some(flavor.visual_desc.clone());\n template.weapon_flavor = flavor.weapon_flavor.clone();\n template.armor_flavor = flavor.armor_flavor.clone();\n}\n\n#[cfg(test)]\nmod tests {\n use super::*;\n\n #[test]\n fn test_monster_flavor_deserialization() {\n let json = r#\"{\n \"name\": \"Calcified Guardian\",\n \"visual_desc\": \"Bones fused with iron ore\",\n \"weapon_flavor\": \"Rusted Pickaxe\",\n \"armor_flavor\": null,\n \"personality_trait\": \"Territorial\"\n }\"#;\n\n let flavor: MonsterFlavor = serde_json::from_str(json).unwrap();\n assert_eq!(flavor.name, \"Calcified Guardian\");\n assert!(flavor.weapon_flavor.is_some());\n assert!(flavor.armor_flavor.is_none());\n }\n\n #[test]\n fn test_weapon_mapping() {\n let db = WeaponDatabase::default();\n\n // Direct match\n assert!(map_weapon_flavor_to_type(\"Longsword\", &db).is_some());\n\n // Partial match (pickaxe -> war pick)\n assert!(map_weapon_flavor_to_type(\"Pick\", &db).is_some());\n }\n}\n",
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"content": " 1→//! AI module - Ollama integration and narrative generation.\n 2→\n 3→mod bridge;\n 4→mod client;\n 5→mod prompts;\n 6→mod worker;\n 7→\n 8→pub use worker::{\n 9→ NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n 10→ RoomContentData,\n 11→};\n 12→\n 13→use bevy::prelude::*;\n 14→\n 15→/// Plugin for AI systems and resources.\n 16→pub fn plugin(app: &mut App) {\n 17→ app.add_plugins((bridge::plugin, worker::plugin));\n 18→}\n 19→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"new_string": "//! AI module - Ollama integration and narrative generation.\n\nmod bridge;\nmod client;\nmod flavor;\nmod prompts;\nmod worker;\n\npub use flavor::{\n apply_monster_flavor, FlavorEngine, FlavorRequestKind, FlavorRequestMessage,\n FlavorResponseKind, FlavorResponseMessage, MonsterFlavor,\n};\npub use worker::{\n NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n RoomContentData,\n};\n\nuse bevy::prelude::*;\n\n/// Plugin for AI systems and resources.\npub fn plugin(app: &mut App) {\n app.add_plugins((bridge::plugin, worker::plugin, flavor::plugin));\n}"
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"content": "The file /tmp/gh-issue-solver-1765151501447/src/ai/mod.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1→//! AI module - Ollama integration and narrative generation.\n 2→\n 3→mod bridge;\n 4→mod client;\n 5→mod flavor;\n 6→mod prompts;\n 7→mod worker;\n 8→\n 9→pub use flavor::{\n 10→ apply_monster_flavor, FlavorEngine, FlavorRequestKind, FlavorRequestMessage,\n 11→ FlavorResponseKind, FlavorResponseMessage, MonsterFlavor,\n 12→};\n 13→pub use worker::{\n 14→ NarrativeRequest, NarrativeRequestKind, NarrativeResponse, NarrativeResponseKind,\n 15→ RoomContentData,\n 16→};\n 17→\n 18→use bevy::prelude::*;\n 19→\n 20→/// Plugin for AI systems and resources.\n 21→pub fn plugin(app: &mut App) {\n 22→ app.add_plugins((bridge::plugin, worker::plugin, flavor::plugin));\n 23→}\n 24→"
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[2025-12-08T00:06:28.277Z] [INFO] {
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"content": " Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765151501447)\nwarning: unused import: `MonsterDatabase`\n --> src/ai/flavor.rs:12:28\n |\n12 | use crate::dnd::monsters::{MonsterDatabase, MonsterTemplate, MonsterType};\n | ^^^^^^^^^^^^^^^\n |\n = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default\n\nwarning: unused imports: `FlavorEngine`, `FlavorRequestKind`, `FlavorRequestMessage`, `FlavorResponseKind`, `FlavorResponseMessage`, `MonsterFlavor`, and `apply_monster_flavor`\n --> src/ai/mod.rs:10:5\n |\n10 | apply_monster_flavor, FlavorEngine, FlavorRequestKind, FlavorRequestMessage,\n | ^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^\n11 | FlavorResponseKind, FlavorResponseMessage, MonsterFlavor,\n | ^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^\n\nwarning: unused import: `Ability`\n --> src/dnd/mod.rs:35:19\n |\n35 | pub use ability::{Ability, AbilityScores};\n | ^^^^^^^\n\nwarning: unused imports: `ArmorCategory`, `ArmorType`, and `Armor`\n --> src/dnd/mod.rs:36:17\n |\n36 | pub use armor::{Armor, ArmorCategory, ArmorType};\n | ^^^^^ ^^^^^^^^^^^^^ ^^^^^^^^^\n\nwarning: unused import: `combat::AttackResult`\n --> src/dnd/mod.rs:37:9\n |\n37 | pub use combat::AttackResult;\n | ^^^^^^^^^^^^^^^^^^^^\n\nwarning: unused import: `weapons::DamageType`\n --> src/dnd/mod.rs:38:9\n |\n38 | pub use weapons::DamageType;\n | ^^^^^^^^^^^^^^^^^^^\n\nwarning: unused imports: `CharacterSheet`, `Equipment`, `Proficiencies`, and `Skills`\n --> src/dnd/mod.rs:39:34\n |\n39 | pub use components::{ArmorClass, CharacterSheet, Equipment, Proficiencies, Skills};\n | ^^^^^^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^^^^^ ^^^^^^\n\nwarning: unused imports: `DiceRoll`, `DiceType`, and `Dice`\n --> src/dnd/mod.rs:40:16\n |\n40 | pub use dice::{Dice, DiceRoll, DiceType};\n | ^^^^ ^^^^^^^^ ^^^^^^^^\n\nwarning: unused imports: `ChallengeRating` and `MonsterTemplate`\n --> src/dnd/mod.rs:41:20\n |\n41 | pub use monsters::{ChallengeRating, MonsterTemplate};\n | ^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^\n\nwarning: unused imports: `WeaponCategory`, `WeaponProperty`, `WeaponType`, and `Weapon`\n --> src/dnd/mod.rs:42:19\n |\n42 | pub use weapons::{Weapon, WeaponCategory, WeaponProperty, WeaponType};\n | ^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^\n\nwarning: unused imports: `GridClickMessage`, `GridHoverMessage`, `GridViewport`, and `MouseState`\n --> src/tui/mod.rs:8:17\n |\n8 | pub use mouse::{GridClickMessage, GridHoverMessage, GridViewport, MouseState};\n | ^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^ ^^^^^^^^^^\n\nwarning: unused import: `tooltip::TooltipState`\n --> src/tui/mod.rs:10:9\n |\n10 | pub use tooltip::TooltipState;\n | ^^^^^^^^^^^^^^^^^^^^^\n\nerror[E0004]: non-exhaustive patterns: `MouseEventKind::ScrollLeft` and `MouseEventKind::ScrollRight` not covered\n --> src/tui/mouse.rs:137:15\n |",
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"stdout": " Checking neurohack v0.1.0 (/tmp/gh-issue-solver-1765151501447)\nwarning: unused import: `MonsterDatabase`\n --> src/ai/flavor.rs:12:28\n |\n12 | use crate::dnd::monsters::{MonsterDatabase, MonsterTemplate, MonsterType};\n | ^^^^^^^^^^^^^^^\n |\n = note: `#[warn(unused_imports)]` (part of `#[warn(unused)]`) on by default\n\nwarning: unused imports: `FlavorEngine`, `FlavorRequestKind`, `FlavorRequestMessage`, `FlavorResponseKind`, `FlavorResponseMessage`, `MonsterFlavor`, and `apply_monster_flavor`\n --> src/ai/mod.rs:10:5\n |\n10 | apply_monster_flavor, FlavorEngine, FlavorRequestKind, FlavorRequestMessage,\n | ^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^\n11 | FlavorResponseKind, FlavorResponseMessage, MonsterFlavor,\n | ^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^\n\nwarning: unused import: `Ability`\n --> src/dnd/mod.rs:35:19\n |\n35 | pub use ability::{Ability, AbilityScores};\n | ^^^^^^^\n\nwarning: unused imports: `ArmorCategory`, `ArmorType`, and `Armor`\n --> src/dnd/mod.rs:36:17\n |\n36 | pub use armor::{Armor, ArmorCategory, ArmorType};\n | ^^^^^ ^^^^^^^^^^^^^ ^^^^^^^^^\n\nwarning: unused import: `combat::AttackResult`\n --> src/dnd/mod.rs:37:9\n |\n37 | pub use combat::AttackResult;\n | ^^^^^^^^^^^^^^^^^^^^\n\nwarning: unused import: `weapons::DamageType`\n --> src/dnd/mod.rs:38:9\n |\n38 | pub use weapons::DamageType;\n | ^^^^^^^^^^^^^^^^^^^\n\nwarning: unused imports: `CharacterSheet`, `Equipment`, `Proficiencies`, and `Skills`\n --> src/dnd/mod.rs:39:34\n |\n39 | pub use components::{ArmorClass, CharacterSheet, Equipment, Proficiencies, Skills};\n | ^^^^^^^^^^^^^^ ^^^^^^^^^ ^^^^^^^^^^^^^ ^^^^^^\n\nwarning: unused imports: `DiceRoll`, `DiceType`, and `Dice`\n --> src/dnd/mod.rs:40:16\n |\n40 | pub use dice::{Dice, DiceRoll, DiceType};\n | ^^^^ ^^^^^^^^ ^^^^^^^^\n\nwarning: unused imports: `ChallengeRating` and `MonsterTemplate`\n --> src/dnd/mod.rs:41:20\n |\n41 | pub use monsters::{ChallengeRating, MonsterTemplate};\n | ^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^\n\nwarning: unused imports: `WeaponCategory`, `WeaponProperty`, `WeaponType`, and `Weapon`\n --> src/dnd/mod.rs:42:19\n |\n42 | pub use weapons::{Weapon, WeaponCategory, WeaponProperty, WeaponType};\n | ^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^ ^^^^^^^^^^\n\nwarning: unused imports: `GridClickMessage`, `GridHoverMessage`, `GridViewport`, and `MouseState`\n --> src/tui/mod.rs:8:17\n |\n8 | pub use mouse::{GridClickMessage, GridHoverMessage, GridViewport, MouseState};\n | ^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^ ^^^^^^^^^^\n\nwarning: unused import: `tooltip::TooltipState`\n --> src/tui/mod.rs:10:9\n |\n10 | pub use tooltip::TooltipState;\n | ^^^^^^^^^^^^^^^^^^^^^\n\nerror[E0004]: non-exhaustive patterns: `MouseEventKind::ScrollLeft` and `MouseEventKind::ScrollRight` not covered\n --> src/tui/mouse.rs:137:15\n |",
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"content": " 120→ let event = &mouse_msg.0;\n 121→\n 122→ // Update screen position\n 123→ state.screen_position = Some((event.column, event.row));\n 124→\n 125→ // Convert to grid position\n 126→ let new_grid_pos = viewport.screen_to_grid(event.column, event.row);\n 127→ let previous_position = state.grid_position;\n 128→\n 129→ // Find entity at this position\n 130→ let entity_at_pos = new_grid_pos.and_then(|pos| {\n 131→ entities_query\n 132→ .iter()\n 133→ .find(|(_, entity_pos)| **entity_pos == pos)\n 134→ .map(|(entity, _)| entity)\n 135→ });\n 136→\n 137→ match event.kind {\n 138→ MouseEventKind::Down(button) => {\n 139→ match button {\n 140→ MouseButton::Left => state.left_pressed = true,\n 141→ MouseButton::Right => state.right_pressed = true,\n 142→ _ => {}\n 143→ }\n 144→\n 145→ // Send click message if on grid\n 146→ if let Some(pos) = new_grid_pos {\n 147→ click_messages.write(GridClickMessage {\n 148→ position: pos,\n 149→ button,\n 150→ entity: entity_at_pos,\n 151→ });\n 152→ }\n 153→ }\n 154→ MouseEventKind::Up(button) => {\n 155→ match button {\n 156→ MouseButton::Left => state.left_pressed = false,\n 157→ MouseButton::Right => state.right_pressed = false,\n 158→ _ => {}\n 159→ }\n 160→ }\n 161→ MouseEventKind::Moved => {\n 162→ // Check if grid position changed\n 163→ if new_grid_pos != state.grid_position {\n 164→ state.grid_position = new_grid_pos;\n 165→ state.hovered_entity = entity_at_pos;\n 166→\n 167→ // Send hover message if on grid\n 168→ if let Some(pos) = new_grid_pos {\n 169→ hover_messages.write(GridHoverMessage {\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " let event = &mouse_msg.0;\n\n // Update screen position\n state.screen_position = Some((event.column, event.row));\n\n // Convert to grid position\n let new_grid_pos = viewport.screen_to_grid(event.column, event.row);\n let previous_position = state.grid_position;\n\n // Find entity at this position\n let entity_at_pos = new_grid_pos.and_then(|pos| {\n entities_query\n .iter()\n .find(|(_, entity_pos)| **entity_pos == pos)\n .map(|(entity, _)| entity)\n });\n\n match event.kind {\n MouseEventKind::Down(button) => {\n match button {\n MouseButton::Left => state.left_pressed = true,\n MouseButton::Right => state.right_pressed = true,\n _ => {}\n }\n\n // Send click message if on grid\n if let Some(pos) = new_grid_pos {\n click_messages.write(GridClickMessage {\n position: pos,\n button,\n entity: entity_at_pos,\n });\n }\n }\n MouseEventKind::Up(button) => {\n match button {\n MouseButton::Left => state.left_pressed = false,\n MouseButton::Right => state.right_pressed = false,\n _ => {}\n }\n }\n MouseEventKind::Moved => {\n // Check if grid position changed\n if new_grid_pos != state.grid_position {\n state.grid_position = new_grid_pos;\n state.hovered_entity = entity_at_pos;\n\n // Send hover message if on grid\n if let Some(pos) = new_grid_pos {\n hover_messages.write(GridHoverMessage {",
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"old_string": " MouseEventKind::ScrollUp | MouseEventKind::ScrollDown => {\n // Could be used for scrolling message log, etc.\n }\n }\n }\n}",
"new_string": " MouseEventKind::ScrollUp\n | MouseEventKind::ScrollDown\n | MouseEventKind::ScrollLeft\n | MouseEventKind::ScrollRight => {\n // Could be used for scrolling message log, etc.\n }\n }\n }\n}"
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"content": "The file /tmp/gh-issue-solver-1765151501447/src/tui/mouse.rs has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 180→ state.grid_position = new_grid_pos;\n 181→ state.hovered_entity = entity_at_pos;\n 182→ }\n 183→ }\n 184→ MouseEventKind::ScrollUp\n 185→ | MouseEventKind::ScrollDown\n 186→ | MouseEventKind::ScrollLeft\n 187→ | MouseEventKind::ScrollRight => {\n 188→ // Could be used for scrolling message log, etc.\n 189→ }\n 190→ }\n 191→ }\n 192→}\n 193→\n 194→#[cfg(test)]\n 195→mod tests {\n 196→ use super::*;"
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"oldString": " MouseEventKind::ScrollUp | MouseEventKind::ScrollDown => {\n // Could be used for scrolling message log, etc.\n }\n }\n }\n}",
"newString": " MouseEventKind::ScrollUp\n | MouseEventKind::ScrollDown\n | MouseEventKind::ScrollLeft\n | MouseEventKind::ScrollRight => {\n // Could be used for scrolling message log, etc.\n }\n }\n }\n}",
"originalFile": "//! Mouse input handling for TUI.\n//!\n//! Captures mouse events from crossterm and translates them into\n//! world grid coordinates for game interaction.\n\nuse bevy::prelude::*;\nuse bevy_ratatui::event::MouseMessage;\nuse crossterm::event::{MouseButton, MouseEventKind};\n\nuse crate::game::Position;\n\n/// Plugin for mouse input systems.\npub fn plugin(app: &mut App) {\n app.init_resource::<MouseState>()\n .add_message::<GridClickMessage>()\n .add_message::<GridHoverMessage>()\n .add_systems(Update, process_mouse_input);\n}\n\n/// Current mouse state.\n#[derive(Resource, Debug, Default)]\npub struct MouseState {\n /// Current mouse position on screen (column, row).\n pub screen_position: Option<(u16, u16)>,\n /// Current mouse position in world grid (x, y).\n pub grid_position: Option<Position>,\n /// Entity currently being hovered over.\n pub hovered_entity: Option<Entity>,\n /// Whether the left mouse button is pressed.\n pub left_pressed: bool,\n /// Whether the right mouse button is pressed.\n pub right_pressed: bool,\n}\n\n/// Message sent when player clicks on a grid tile.\n#[derive(Message, Debug, Clone)]\npub struct GridClickMessage {\n /// World grid position that was clicked.\n pub position: Position,\n /// Which mouse button was used.\n pub button: MouseButton,\n /// Entity at this position, if any.\n pub entity: Option<Entity>,\n}\n\n/// Message sent when mouse hovers over a new grid tile.\n#[derive(Message, Debug, Clone)]\npub struct GridHoverMessage {\n /// World grid position being hovered.\n pub position: Position,\n /// Entity at this position, if any.\n pub entity: Option<Entity>,\n /// Previous position (for detecting changes).\n pub previous_position: Option<Position>,\n}\n\n/// Configuration for converting screen coordinates to grid coordinates.\n#[derive(Resource, Debug, Clone)]\npub struct GridViewport {\n /// Offset of the map widget in screen coordinates.\n pub map_offset: (u16, u16),\n /// Size of the map widget in screen coordinates.\n pub map_size: (u16, u16),\n /// Center of the viewport in world coordinates (typically player position).\n pub world_center: Position,\n}\n\nimpl Default for GridViewport {\n fn default() -> Self {\n Self {\n // These will be updated by the render system\n map_offset: (1, 1), // Account for border\n map_size: (40, 20),\n world_center: Position::new(0, 0),\n }\n }\n}\n\nimpl GridViewport {\n /// Convert screen coordinates to world grid coordinates.\n pub fn screen_to_grid(&self, screen_x: u16, screen_y: u16) -> Option<Position> {\n // Check if within map bounds\n if screen_x < self.map_offset.0\n || screen_y < self.map_offset.1\n || sc
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