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HTML

              
                <div id='root'>
</div>
              
            
!

CSS

              
                @import url("https://fonts.googleapis.com/css?family=VT323");

$color-bg: #000000;
$color-bg2: #555555;
$color-bg3: #aaaaaa;
$color-link: #5555ff;

$color-white: #ffffff;
$color-brightblue: #5555ff;
$color-blue: #0000aa;
$color-brightred: #ff5555;
$color-red: #aa0000;
$color-brightgreen: #55ff55;
$color-green: #00aa00;
$color-yellow: #ffff55;
$color-brown: #aa5500;

$color-easyenemy: $color-brightred;
$color-mediumenemy: $color-red;
$color-bossenemy: #550000;

$font-heading: 32px "VT323", monospace;
$font-body: 18px "VT323", monospace;

$footer-height: 60px;
$footer-padding: 12px;

body,
html,
#root {
	background-color: $color-bg;
	color: $color-white;
	font: $font-body;
	margin: 0;
	width: 100vw;
}

#combatLog {
	font-size: 16px;
	ul {
		li {
			list-style: none;
			&:before {
				color: $color-bg2;
				content: "> ";
			}
		}
		margin: 0;
		padding: 0;
	}
}

#grid {
	display: flex;
	flex-direction: column;
	flex-wrap: nowrap;
	overflow-x: hidden;
	overflow-y: hidden;
	.mapRow {
		display: flex;
		flex-direction: row;
		flex-wrap: nowrap;
		.mapCell {
			font-size: 10px;
			text-align: center;
			display: inline-block;
			height: 10px;
			width: 10px;
		}
		.notvisible {
			visibility: hidden;
		}
		.boss {
			background-color: $color-bossenemy;
		}
		.door {
			background-color: $color-brown;
		}
		.easy {
			background-color: $color-easyenemy;
		}
		.floor {
			background-color: $color-brown;
		}
		.fog {
			background-color: $color-bg;
		}
		.healing {
			background-color: $color-brightgreen;
		}
		.item {
			background-color: $color-yellow;
		}
		.medium {
			background-color: $color-mediumenemy;
		}
		.player {
			background-color: $color-white;
		}
		.stairsDown, .stairsUp {
			background-color: $color-yellow;
			color: $color-brown;
		}
		.stairsDown:after {
			content: "▼"
		}
		.stairsUp:after {
			content: "▲"
		}
		.wall, .corner {
			background-color: $color-bg2;
		}
	}
}

#playerInfo {
	font-size: 16px;
	.playerInfoBar {
		align-items: center;
		display: flex;
		.bar {
			align-items: center;
			border: 2px solid $color-bg2;
			display: flex;
			height: 20px;
			margin: 0 auto;
			padding: 0;
			position: relative;
			width: 200px;
			.remaining,
			.missing {
				height: 100%;
				margin: 0;
				z-index: 5;
			}
			.remaining {
				left: 0;
				top: 0;
				bottom: 0;
			}
			.missing {
				top: 0;
				right: 0;
				bottom: 0;
			}
			.infoText {
				background-color: transparent;
				position: absolute;
				text-align: center;
				width: 100%;
				z-index: 10;
			}
		}
		.hp {
			.remaining {
				background-color: $color-red;
			}
			.missing {
				background-color: $color-bg;
			}
		}
		.xp {
			.remaining {
				background-color: $color-brightblue;
			}
			.missing {
				background-color: $color-bg;
			}
		}
	}
	.playerLevel {
		font-size: 20px;
		margin-bottom: 10px;
	}
	.levelInfo {
		font-size: 16px;
	}
	.playerName {
		font-size: 24px;
	}
	p {
		margin: 5px;
	}
}

#main {
	align-items: stretch;
	display: flex;
	height: 100%;
	margin: 0;
}

#center {
	align-items: center;
	border: 2px solid $color-bg3;
	display: flex;
	flex-grow: 1;
	justify-content: space-around;
	margin: 8px 0;
	overflow-x: hidden;
	overflow-y: hidden;
}
#center,
.panel {
	border-radius: 2px;
	padding: 8px;
	overflow-y: auto;
}
.panel {
	border: 2px solid $color-bg2;
	margin: 8px;
	width: 300px;
}

#wrapper {
	display: flex;
	flex-direction: column;
	height: 100vh;
	.footer {
		flex-grow: 0;
		.author {
			a:hover {
				text-decoration: underline;
			}
			.button-group {
				display: flex;
				.button {
					color: #ffffff;
					padding: 8px 4px 4px 0;
				}
			}
		}
		.heading {
			font: $font-heading;
		}
		display: flex;
		height: $footer-height;
		justify-content: space-between;
		padding: $footer-padding;
	}
	#main {
		flex-grow: 1;
	}
	a {
		color: $color-link;
		text-decoration: none;
	}
}

              
            
!

JS

              
                /*-------TODO-------
Implement simple one-slot inventory for weapons
Spawn weapons in a new map
Allow user to choose to pick up a new weapon or ignore it
Add more monster families
Change current hp/attack system into stat system (str dex con)
Implement dodge/chance to hit to combat
Generate equipment and inventory
Update UI - inventory screen, stat screen, enemy screen
When leveled up, allow points to be allocated to stat increases
--------------------*/

console.olog = function(o) {
	console.log(JSON.parse(JSON.stringify(o)));
};

const my = {
	site: "https://iamlewis.com",
	github: "https://github.com/Lewis65",
	freecodecamp: "https://freecodecamp.com/lewis65"
};

//Map gen settings
const viewSize = 7,
	maxViewSize = 12,
	mapSize = 30,
			
	roomWidthMin = 4,
	roomWidthMax = 10,
	roomHeightMin = 4,
	roomHeightMax = 10,
	minRooms = 1,
	maxRooms = 5,
	maxAttempts = 5;

//Monster gen and scaling settings
const monsterDensity = 0.05, //Range 0-1, suggest 0.01-0.2
	monsterDensityVariation = 0.5, //Range 0-1 - how much the monster/floor tile density can vary
	monsterScaling = 1.15, //Based around 1 - the amount monsters scale up per lvl
			
	godMode = false, //for testing or otherwise cheating!
			
	baseHp = 50, //Base hp multiplies by level and varies by hpVariation
	hpPerLevel = 1.17,
	hpVariation = 0.2,
			
	baseAttack = 10, 
	attackPerLevel = 1.13,
	attackVariation = 0.05,
			
	baseArmor = 0, //Gets added to monster armor
	armorVariation = 0.2,
	armorCap = 0.8, //Max damage reduction
	armorForInvincibility = 1000, //The equivalent of 100% damage reduction
			
	damageVariation = 0.4; //The amount that damage for a given hit varies from the attack stat

//Levels and scaling
const lvlRange = {easy: [-2, 1], medium: [-1, 2], boss: [0, 3]}, //Range of monsters' level scaling relative to player's
			xpModifier = {easy: 0.9, medium: 1.1, boss: 1.6}, //Modifier for xp gain based on monster tier
			xpRequiredPerLevel = 1.2, //xp required for next level increase per previous level
			xpVariation = 0.1, //Variation of xp received for given victory
			hpToXp = 0.6; //Ratio of xp gained per hp of monster slain

//Healing item and equipment spawn variables
const healingItemDensity = 0.025, //How many healing items per open tile
			healingItemRarity = 0.2; //How likely it is to spawn a rare item rather than a common item

//Healing items and their properties
const healingItems = {
	common: [
		{
			name: "a donut",
			heals: 0.1},
		{
			name: "a slice of pizza",
			heals: 0.15
		},
		{
			name: "some candy",
			heals: 0.05
		},
		{
			name: "precious cake",
			heals: 0.2
		}
	],
	rare: [
		{
			name: "a potion",
			heals: 0.4
		},
		{
			name: "a super potion",
			heals: 0.8
		}
	]
}

//All items (weapons/equipment) and their iLvl-weighted potential properties
const items = {
	slots: [],
	bonuses: [],
	
}

//All possible 'themes' of monster and their modifiers
const monsters = [
	{name: "Spider",
	easy: [
		{
			name: "Spider Hatchling",
			hp: 0.3,
			attack: 0.4,
			armor: 0
		},
		{
			name: "Young Spiderling",
			hp: 0.4,
			attack: 0.5,
			armor: 0.1
		}
	],
	medium: [
		{
			name: "Spider Whelp",
			hp: 0.5,
			attack: 0.4,
			armor: 0.2
		},
		{
			name: "Arachnid Soldier",
			hp: 0.7,
			attack: 0.4,
			armor: 0.3
		}
	],
	boss: [
		{
			name: "Spider Matriarch",
			hp: 0.85,
			attack: 0.8,
			armor: 0.3
		},
		{
			name: "Mutated Arachnoid",
			hp: 0.6,
			attack: 1.4,
			armor: 0.1
		}
	]}
];

class App extends React.Component {
	constructor(props) {
		super(props);

		this.state = {
			combatLog: [
				"Welcome to React Roguelike.", 
				"This combat log will show you events and messages as you play.", 
				"Use WASD to move and fight monsters by walking into them.", 
				"Good luck!"
			],
			player: {
				id: 0,
				x: null,
				y: null,
				name: "John",
				level: 1,
				type: "player",
				gear: {
					head: undefined,
					chest: undefined,
					legs: undefined,
					feet: undefined,
					hands: undefined,
					mainhand: undefined,
					offhand: undefined
				},
				inv: new Array(16),
				hp: 100,
				hpmax: 100,
				attack: baseAttack,
				armor: baseArmor,
				xp: 0,
				xpmax: 100
			},
			depth: 1,
			levels: [],
			map: this.generateBlankMap(mapSize),
			monsterCount: undefined,
			npcs: [],
			visibleMap: [[{state: "rock"}]]
		};
	}
	
	//==========HANDLERS==========
	handleKeyDown(event){
		if(this.state.player.hp == 0){
			return;
		}
		let nextMap;
		if(event.key == "w"){
			nextMap = this.moveEntity(this.state.player, "n");
		} else
		if(event.key == "a"){
			nextMap = this.moveEntity(this.state.player, "w");
		} else
		if(event.key == "s"){
			nextMap = this.moveEntity(this.state.player, "s");
		} else
		if(event.key == "d"){
			nextMap = this.moveEntity(this.state.player, "e");
		}
	}
	
	
	//==========LOGIC==========
	combat(a, b, opportunityAttack = false){
		let attacker, defender;
		
		//Decide attack order
		if(opportunityAttack){
			attacker = a;
			defender = b;
		} else {
			if(Math.random() > 0.5){
				attacker = a;
				defender = b;
			} else {
				attacker = a;
				defender = b;
			}
		}

		console.log("combat(): attacker and defender", attacker, defender);
		let attackerDamage = attacker.attack
		attackerDamage += attackerDamage*((Math.random()+Math.random())-1)*damageVariation;
		attackerDamage *= 1-(defender.armor/armorForInvincibility);
		console.log("The attacker, " + attacker.name + ", hits the " + defender.name + " with " + attackerDamage + " points of damage.");
		attackerDamage = Math.round(attackerDamage);
		if(attackerDamage < 0){attackerDamage = 0;}
		defender.hp -= attackerDamage;
		
		if(opportunityAttack){
			this.log("As you move away from the " + attacker.name + ", you are hit for " + attackerDamage + ".");
		} else {
			this.log(attacker.name + " hits " + defender.name + " for " + attackerDamage + " damage!")
		}
		
		if(defender.hp > 0 && !opportunityAttack) {
			//If defender didn't die, and is not fleeing, strike back
			let defenderDamage = defender.attack
			defenderDamage += defenderDamage*((Math.random()+Math.random())-1)*damageVariation;
			defenderDamage *= 1-(attacker.armor/armorForInvincibility);
			console.log("The defender, " + defender.name + ", hits the " + attacker.name + " with " + defenderDamage + " points of damage.");
			defenderDamage = Math.round(defenderDamage);
			if(defenderDamage < 0){defenderDamage = 0;}
			attacker.hp -= defenderDamage;
			this.log(defender.name + " hits " + attacker.name + " for " + defenderDamage + " damage!")
		
			if(attacker.hp < 0){
				//If attacker gets negative hp
				attacker.hp = 0;
			}
		}
		if (defender.hp < 0){
			//If defender dies
			defender.hp = 0;
		}
		let result = {};
		if(attacker.id == this.state.player.id){
			result.player = attacker;
			result.monster = defender;
		} else if (defender.id == this.state.player.id){
			result.player = defender;
			result.monster = attacker;
		} else {
			console.log("ERR: combat() could not find player's ID. attacker:",
								 attacker,
								 "defender:",
								 defender);
			return;
		}
		
		if(godMode){
			result.player.hp = result.player.hpmax;
		}
		
		//If something dies
		if(result.monster.hp == 0){
			this.log(result.monster.name + " was slain!");
		}
		if(result.player.hp == 0){
			this.log("You fall to your knees, gasping in agony. Mercifully, " + result.monster.name + " finishes you off.");
			this.log("You are slain.");
		}
		
		return result;
	}
	
	gainXp(player, monster){
		let xp = monster.hpMax * hpToXp * xpModifier[monster.type];
		xp += xp*(Math.random()+Math.random()-1)*xpVariation;
		xp = Math.round(xp);
		this.log("You gain " + xp + "xp.")
		player.xp += xp;
		if(player.xp >= player.xpmax){
			player.xp = player.xp - player.xpmax;
			player.level++;
			player.hpmax = Math.round(player.hpmax * hpPerLevel);
			player.hp = player.hpmax;
			player.attack = Math.round(player.attack * attackPerLevel);
			player.xpmax = Math.round(player.xpmax * xpRequiredPerLevel);
			this.log("You have reached level " + player.level + "!");
		}
		return player;
	}
	
	//Generate an empty map of solid rock
	generateBlankMap(size) {
		let map = [];
		for (var i = 0; i < size; i++) {
			let row = [];
			for (let j = 0; j < size; j++) {
				row.push({
					state: "rock",
					x: j,
					y: i
				});
			}
			map.push(row);
		}
		return map;
	}

	generateMap() {
		
		let player = this.state.player;
		let npcs = [];
		
		//generate a blank map
		let map = this.generateBlankMap(mapSize);
		
		//fill the blank map with rooms and walls
		map = this.generateRooms(map);
		
		//populate player
		let spawnPlayer = this.spawn("player", player, map, npcs);
		player = spawnPlayer.player;
		map = spawnPlayer.map;
		
		//populate monsters
		let spawnMonsters = this.spawnMonsters(map);
		map = spawnMonsters.map;
		npcs = npcs.concat(spawnMonsters.npcs);
		
		//populate items
		map = this.spawnHealingItems(map);
		
		//update the visible portion of the map
		let visible = this.updateVisibleMap(map, player.x, player.y);
		return{
			player: player,
			map: map,
			monsterCount: spawnMonsters.monsterCount,
			npcs: npcs,
			visibleMap: visible
		};
	}

	//Generate one room
	generateRoom() {
		let width = this.random(roomWidthMin, roomWidthMax);
		let height = this.random(roomHeightMin, roomHeightMax);
		let room = [];
		for (let y = 0; y < height + 2; y++) {
			let row = [];
			for (let x = 0; x < width + 2; x++) {
				if (y == 0 || y == height + 1 || x == 0 || x == width + 1) {
					if (
						(y == 0 && x == 0) ||
						(y == 0 && x == width + 1) ||
						(y == height + 1 && x == 0) ||
						(y == height + 1 && x == width + 1)
					) {
						//Push a corner for the wall corners
						row.push({ state: "corner" });
					} else {
						//Push a wall if it's on the edges
						row.push({ state: "wall" });
					}
				} else {
					//Else push a floor
					row.push({ state: "floor" });
				}
			}
			room.push(row);
		}
		//console.log("Generating room " + width + " wide and " + height + " high, not including walls:");
		//console.olog(room);
		return room;
	}

	//Generate all rooms
	generateRooms(blankMap) {
		//randomize roomCount
		let roomCount = this.random(minRooms, maxRooms);
		let roomsPlaced = 0;
		console.log("The roomCount will be " + roomCount);

		let map = blankMap;
		console.log("Setting map to blank map...");
		this.setState({ map: map });

		//generate rooms until a room count or number of attempts reached
		//generate room, find possible placement or retry, place room, set as new map
		//for every room
		console.log("Starting room generation...");
		for (let i = 0; i < roomCount; i++) {
			//generate a new room
			let room = this.generateRoom();
			//set roomPlaced to false and try to place while it's false
			let roomPlaced = false;
			let placeAttempts = 0;
			let nextMap = map;
			while (roomPlaced == false && placeAttempts < maxAttempts) {
				//run placeroom and return bool
				//console.log("Attempting to place room... (attempt " + placeAttempts + ")")
				let placeRoom = this.placeRoom(room, i, map);
				roomPlaced = placeRoom.success;
				nextMap = placeRoom.nextMap;
				//console.olog(roomPlaced);
				placeAttempts++;
			}
			if (roomPlaced) {
				//console.log("Room placed successfully. nextMap:");
				//console.olog(nextMap);
				roomsPlaced++;
				map = nextMap;
			} else if (placeAttempts == maxAttempts) {
				//console.log("Failed to place room: Max attempts reached.");
			} else {
				//console.log("Room was not placed.");
			}
			//console.log("Finished iteration " + i + " of for loop in generateRooms. Here is map:");
			//console.olog(map);
		}

		console.log("generateRooms complete.");
		console.olog(map);
		console.log("Placed " + roomsPlaced + " rooms of goal of " + roomCount);
		console.log("Cleaning doors...");

		//Clean up failed doors
		let doors = this.scanMapFor("door", map);
		//console.log("Here's all the doors:", doors);
		for (let i = 0; i < doors.length; i++) {
			//If a door does not connect 2+ floor tiles, revert it to a wall
			let adjacent = this.getAdjacentCells(map, doors[i].x, doors[i].y);
			//console.log("Here are the neighbors of the door at x:"+doors[i].x+" y:"+doors[i].y);
			//console.olog(adjacent);
			let floors = 0;
			for (let j = 0; j < adjacent.length; j++) {
				if (adjacent[j].state == "floor") {
					floors++;
				}
			}
			if (floors < 2) {
				map[doors[i].y][doors[i].x].state = "wall";
			}
		}

		return map;
	}

	//return the 4 adjacent cells
	getAdjacentCells(map, x, y) {
		let adjacent = [];
		if (y < map.length - 1) {
			let cell = map[y + 1][x];
			cell.dir = "s";
			adjacent.push(cell);
		}
		if (x < map[0].length - 1) {
			let cell = map[y][x + 1];
			cell.dir = "e";
			adjacent.push(cell);
		}
		if (y > 0) {
			let cell = map[y - 1][x];
			cell.dir = "n";
			adjacent.push(cell);
		}
		if (x > 0) {
			let cell = map[y][x - 1];
			cell.dir = "w";
			adjacent.push(cell);
		}
		return adjacent;
	}
	
	goToLevel(depth){
		
		if(depth < 1){
			console.log("ERR: goToLevel(): Attempted to find level for depth " + depth);
			return;
		}
		
		let combatLog = this.state.combatLog;
		let levels = this.state.levels;
		let nextState;
		//Store the player's current state
		let currentPlayer = this.state.player;
		//Store the current level information
		let currentLevel = {
			depth: this.state.depth,
			map: this.state.map,
			npcs: this.state.npcs,
			stairs: {
				up: {
					x: undefined,
					y: undefined
				},
				down: {
					x: undefined,
					y: undefined
				}
			}
		};
		//Pick the player off of the current level's map
		currentLevel.map[currentPlayer.y][currentPlayer.x].entity = undefined;
		
		if(depth > this.state.levels.length){
			//Going to a new depth
			nextState = this.generateMap();
			console.log("Didn't find previously created level for depth " + depth + ".")
			combatLog.push("You climb down the stairs, pushing further into the depths.")
			console.log("Generated nextLevel:");
			console.olog(nextState);
			nextState.map[nextState.player.y][nextState.player.x].state = "stairsUp";
		} else {
			//Previously generated level
			nextState = this.state.levels[depth-1];
			console.log("Retrieved level for nextState:");
			console.olog(nextState);
			console.log("Found previously created level for depth " + depth + ".");
			combatLog.push("You return to floor " + depth + ".");
			
			//Place the player in the next level at the appropriate staircase
			nextState.player = currentPlayer;
			console.log("stairs for nextState");
			console.olog(nextState.stairs);
			if(depth > this.state.depth){
				//Going down to a previously visited level
				console.log("going down");
				nextState.player.y = nextState.stairs.up.y;
				nextState.player.x = nextState.stairs.up.x;
			} else if (depth < this.state.depth){
				//Going up to a previously visited level
				console.log("going up");
				nextState.player.y = nextState.stairs.down.y;
				nextState.player.x = nextState.stairs.down.x;
			} else {
				console.log("ERR: goToLevel(): Attempted to go to same depth as current depth")
			}
			nextState.map[nextState.player.y][nextState.player.x].entity = nextState.player;
		}

		console.log("Updating visiblemap");
		console.olog(nextState);
		nextState.visibleMap = this.updateVisibleMap(nextState.map, nextState.player.x, nextState.player.y);
		nextState.levels = this.state.levels;
		nextState.depth = depth;
		nextState.monsterCount = nextState.npcs.length;
		
		//Save the current level along with stair info in state.levels
		console.log("currentLevel from which stairs are saved")
		console.olog(currentLevel);
		let stairsUp = this.scanMapFor("stairsUp", currentLevel.map);
		if(stairsUp){currentLevel.stairs.up = stairsUp[0]}
		let stairsDown = this.scanMapFor("stairsDown", currentLevel.map);
		if(stairsDown){currentLevel.stairs.down = stairsDown[0]}
		
		console.log("Storing currentLevel:");
		console.olog(currentLevel);
		
		levels[currentLevel.depth - 1] = currentLevel;
		nextState.levels = levels;
		
		//Update state to display nextLevel stuff
		console.log("goToLevel(): Set nextState to:");
		console.log(nextState);
		
		this.setState(nextState);
	}
	
	log(message){
		let log = this.state.combatLog;
		log.push(message);
		this.setState({combatLog: log});
	}
	
	moveEntity(entity, d = null){
		let x = entity.x;
		let y = entity.y;
		let dirs = ["n", "e", "s", "w"];
		if(d !== null && dirs.indexOf(d) == -1){
			console.log("ERR: moveEntity(): Called with invalid d:" + d);
			return;
		}
		
		let dir = d || dirs[this.random(0,3)];

		let targetCoord = {
			x: x,
			y: y
		}
		switch(dir){
			case "n":
				targetCoord.y--;
				break;
			case "s":
				targetCoord.y++;
				break;
			case "e":
				targetCoord.x++;
				break;
			case "w":
				targetCoord.x--;
				break;
			default:
				console.log("ERR: moveEntity(): Error in switch statement. dir:" + dir);
		}
		let targetCell = this.state.map[targetCoord.y][targetCoord.x];
		
		if(!(this.state.map[y] && this.state.map[y][x])){
			console.log("ERR: moveEntity(): The coordinates provided to moveEntity do not exist on the map in state. y:"+y+" x:"+x);
			return;
		} else if (!this.state.map[y][x].entity){
			console.log("ERR: moveEntity(): No entity exists at y:"+y+" x:"+x);
			return;
		}
		let entityMoving = this.state.map[y][x].entity;
		console.log("Attempting to move the entity " + entityMoving + " to x:" + targetCoord.x + " y:" + targetCoord.y + ". Target cell is:", targetCell);
		
		if(targetCell.state === "stairsUp"){
			console.log("Walked to stairs up at x:" + targetCoord.x + " y:" + targetCoord.y)
			this.goToLevel(this.state.depth-1);
			return;
		}
		if(targetCell.state === "stairsDown"){
			console.log("Walked to stairs down at x:" + targetCoord.x + " y:" + targetCoord.y)
			this.goToLevel(this.state.depth+1);
			return;
		}
		
		let nextMap = this.state.map;
		let player = this.state.player;
		let nextNpcs = this.state.npcs;
		let monsterCount = this.state.monsterCount;
		
		if(targetCell.state !== "floor" && targetCell.state !== "door"){
			//If it is a non-traversable cell
			console.log("Can't move there.");
			return;
		}
		if(targetCell.entity){
			//If there's another entity there
			if(targetCell.entity.type == "player" || entityMoving.type == "player"){
				//and one of them is the player
				let combat = this.combat(targetCell.entity, entityMoving);
				
				//Then update the post-combat stats for player and monster in state
				for(let m = 0; m < nextNpcs.length; m++){
					if(nextNpcs[m].id == combat.monster.id){
						if(combat.monster.hp == 0){
							//If the monster died
							combat.player = this.gainXp(combat.player, combat.monster);
							nextNpcs.splice(m, 1);
							nextMap[combat.monster.y][combat.monster.x].entity = undefined;
							monsterCount--;
							if(combat.monster.type == "boss"){
								this.log("A way down appears.");
								nextMap[combat.monster.y][combat.monster.x].state = "stairsDown";
							}
						} else {
							//If it's still alive
							nextNpcs[m] = combat.monster;
							nextMap[combat.monster.y][combat.monster.x].entity = combat.monster;
						}
						break;
					}
				}
				console.log("Combat with " + combat.monster.name + " with id " + combat.monster.id + ". combat:");
				console.log(combat);
				console.log("nextNpcs after combat()", nextNpcs);
				player = combat.player;
				console.log("And the player:", player);
			}
		} else {
			//There's no entity there
			if(entityMoving.type == "player"){
				let adjacentCells = this.getAdjacentCells(nextMap, player.x, player.y);
				for(let i = 0; i < adjacentCells.length; i++){
					if(player.hp == 0){
						//Break if already killed (used in multiple attacks of opportunity)
						break;
					}
					if(adjacentCells[i].entity !== undefined){
						let opportunityAttack = this.combat(adjacentCells[i].entity, player, true);
						player = opportunityAttack.player;
					}
				}
				if(player.hp > 0){
					//Move if they didn't die to an opportunity attack
					player.x = targetCoord.x;
					player.y = targetCoord.y;
				} else {
					return;
				}
			} else {
				let id = entityMoving.id;
				let index = nextNpcs.indexOf(entityMoving);
				nextNpcs[index].y = targetCoord.y;
				nextNpcs[index].x = targetCoord.x;
			}
			
			if(entityMoving.type == "player" && nextMap[targetCoord.y][targetCoord.x].item){
				//If the player is moving to a tile with an item
				let item = nextMap[targetCoord.y][targetCoord.x].item;
				
				if(item.type == "healing"){
					nextMap[targetCoord.y][targetCoord.x].item = undefined;
					let healsFor = Math.round(player.hpmax * item.heals);
					console.log("The " + item.name + " heals for " + healsFor + ". player.hp:" + player.hp + "player.hpmax:" + player.hpmax);
					if(healsFor > (player.hpmax - player.hp)){
						healsFor = (player.hpmax - player.hp);
					}
					player.hp += healsFor;
					this.log("You pick up " + item.name + ". It heals " + healsFor + "hp.");
				}
				
				//PUT ELSE FOR EQUIPMENT ITEMS HERE
			}
			
			nextMap[targetCoord.y][targetCoord.x].entity = entityMoving;
			nextMap[y][x].entity = undefined;
		}
		
		let nextVisibleMap = this.updateVisibleMap(nextMap, player.x, player.y);
		this.setState({
			map: nextMap,
			player: player,
			monsterCount: monsterCount,
			npcs: nextNpcs,
			visibleMap: nextVisibleMap
		})
		
	}

	//attempt to place a room
	placeRoom(r, i, map) {
		//length of first row
		//let roomWidth = room[0].length;
		//number of rows
		//let roomHeight = room.length;
		let nextMap = map;

		//Set variables for the start coords of room (top-left corner)
		//let startingX, startingY;

		let room = {
			//leftmost and rightmost value for possible floor placement, does not include walls
			minX: null,
			maxX: null,
			//topmost and bottommost value for possible floor placement, does not include walls
			minY: null,
			maxY: null,
			//coords at which the topleft corner of the room will be placed, including walls
			startingX: null,
			startingY: null,
			//width and height, including walls
			width: r[0].length,
			height: r.length,
			//number of the room
			number: i,
			//actual cells of the room
			map: r,
			//if the room is placeable
			isPlaceable: false
		};

		//find coords for a door and set the room coords
		if (room.number == 0) {
			//First room to be placed
			room.startingX = this.random(0, mapSize - room.width);
			room.startingY = this.random(0, mapSize - room.height);
			//console.log("Placing first room.", "Room is " + room.width + " wide and " + room.height + " high including walls:");
			//console.olog(room.map);
			//console.log("Placing at x:" + room.startingX + " y:" + room.startingY);
			room.isPlaceable = true;
		} else {
			//Non-first rooms
			//find all non-corner walls and choose a random one for a door
			let door = this.placeDoor(map);
			//console.log("Door placed: ", door)
			if (door.success) {
				nextMap[door.y][door.x].state = "door";
				//after placing a door but before adding the room on
				//find direction to go out the room through the door
				//search 4 adjacent tiles and find 1 rock - if no rock find a new door position
				let adjacent = this.getAdjacentCells(nextMap, door.x, door.y);
				let neighborCoords = [
					{ x: door.x, y: door.y - 1, dir: "n" },
					{ x: door.x - 1, y: door.y, dir: "w" },
					{ x: door.x, y: door.y + 1, dir: "s" },
					{ x: door.x + 1, y: door.y, dir: "e" }
				];
				//check each y and x exists in case the room is on the edge of the map
				let dir = null;
				for (let i = 0; i < neighborCoords.length; i++) {
					//if the cell is within the map
					if (
						nextMap[neighborCoords[i].y] !== undefined &&
						nextMap[neighborCoords[i].x] !== undefined
					) {
						//and if it's an empty tile
						if (nextMap[neighborCoords[i].y][neighborCoords[i].x].state == "rock") {
							//save a string to show the direction out of the room
							dir = neighborCoords[i].dir;
						}
					}
				}

				//check bounds of space for the room in that dir
				//console.log("Dir is: ", dir)
				if (!dir) {
					//first, if no way out of this door to empty rock tile, return fail
					//console.log("ERR: Did not find empty tile adjacent to door:", door);
					//console.log("Reverting to map:", map);
					return { success: false, nextMap: map };
				} else {
					//console.log("Setting initial min/max for x/y - this will not include walls");
					//console.log("room.height:" + room.height + " room.width:" + room.width + ", including walls");
					if (dir == "w" || dir == "e") {
						//Primary x, secondary y
						//The furthest the floor can potentially reach given room size and door connectivity.
						room.yMin = door.y - (room.height - 2) + 1; //
						room.yMax = door.y + (room.height - 2) - 1; //
						if (dir == "w") {
							room.xMin = door.x - (room.width - 2); //
							room.xMax = door.x - 1; //
						} else if (dir == "e") {
							room.xMin = door.x + 1; //
							room.xMax = door.x + (room.width - 2); //
						}
						//check primary axis
						if (room.xMin < 1 || room.xMax > mapSize - 2) {
							//console.log("ERR: No room on primary (x) axis.");
							return { success: false };
						}
					} else if (dir == "n" || dir == "s") {
						//Primary y, secondary x
						//The furthest the floor can potentially reach given room size and door connectivity.
						room.xMin = door.x - (room.width - 2) + 1; //
						room.xMax = door.x + (room.width - 2) - 1; //
						if (dir == "n") {
							room.yMin = door.y - (room.height - 2); //
							room.yMax = door.y - 1; //
						} else if (dir == "s") {
							room.yMin = door.y + 1; //
							room.yMax = door.y + (room.height - 2); //
						}
						//check primary axis
						if (room.yMin < 1 || room.yMax > mapSize - 2) {
							//console.log("ERR: No room on primary (y) axis.")
							return { success: false };
						}
					}
					//console.log("xMin:" + room.xMin + " xMax:" + room.xMax + " yMin:" + room.yMin + " yMax:" + room.yMax);

					//Check x/y min/max against constraints of map
					//Off by one to allow for wall
					if (room.xMin < 1) {
						room.xMin = 1;
					}
					if (room.xMax > mapSize - 2) {
						room.xMax = mapSize - 2;
					}
					if (room.yMin < 1) {
						room.yMin = 1;
					}
					if (room.yMax > mapSize - 2) {
						room.yMax = mapSize - 2;
					}
					//console.log("Constrained to 0/mapSize:");
					//console.log("xMin:" + room.xMin + " xMax:" + room.xMax + " yMin:" + room.yMin + " yMax:" + room.yMax);

					//Check x/y min/max against min requirements of the room
					if (room.xMax - room.xMin + 1 < room.width - 2) {
						//console.log("ERR: x range available is too small for room:")
						//console.olog(room.map);
						//console.log("room.width:"+room.width+" xMin:"+room.xMin+" xMax:"+room.xMax+", thus max size with walls:"+(room.xMax-room.xMin + 3))
						return {
							success: false
						};
					}
					if (room.yMax - room.yMin + 1 < room.height - 2) {
						//console.log("ERR: y range available is too small for room:")
						//console.olog(room.map);
						//console.log("roomHeight:"+room.height+" yMin:"+room.yMin+" yMax:"+room.yMax+", thus max size with walls:"+(room.yMax-room.yMin + 3))
						return {
							success: false
						};
					}

					//Loop through primary axis (go straight from door)
					if (dir == "w" || dir == "e") {
						let yMin = room.yMin;
						let yMax = room.yMax;
						//Find min and max values on the y axis at each x
						for (let x = room.xMin; x < room.xMax; x++) {
							if (nextMap[door.y][x].state == "floor") {
								//console.log("ERR: Found a floor tile on primary axis at x:"+x+" y:"+door.y+", must abandon room.");
								return {
									success: false
								};
							}
							for (let y = room.yMin; y < door.y - 1; y++) {
								if (nextMap[y][x].state == "floor") {
									yMin = y + 1;
									//console.log("Found floor tile at x:"+x+" y:"+y+", new yMin is "+yMin);
								}
							}
							for (let y = room.yMax; y > door.y + 1; y--) {
								if (nextMap[y][x].state == "floor") {
									yMax = y - 1;
									//console.log("Found floor tile at x:"+x+" y:"+y+", new yMax is "+yMax);
								}
							}
						}
						room.yMin = yMin;
						room.yMax = yMax;
						//Choose a random startpoint on secondary axis
						let highestMin = door.y;
						if (door.y + room.height - 3 > room.yMax) {
							highestMin = room.yMax - (room.width - 2);
						}
						let rand = this.random(yMin, highestMin);
						//starting includes walls, min does not
						room.startingY = rand - 1;
						room.startingX = room.xMin - 1;
					} else if (dir == "n" || dir == "s") {
						let xMin = room.xMin;
						let xMax = room.xMax;
						//Primary y, secondary x
						for (let y = room.yMin; y < room.yMax; y++) {
							if (nextMap[y][door.x].state == "floor") {
								//console.log("ERR: Found a floor tile on primary axis at x:"+door.x+" y:"+y+", must abandon room.");
								return {
									success: false
								};
							}
							for (let x = room.xMin; x < door.x - 1; x++) {
								if (nextMap[y][x].state == "floor") {
									xMin = x + 1;
									//console.log("Found floor tile at x:"+x+" y:"+y+", new xMin is "+xMin);
								}
							}
							for (let x = room.xMax; x > door.x + 1; x--) {
								if (nextMap[y][x].state == "floor") {
									xMax = x - 1;
									//console.log("Found floor tile at x:"+x+" y:"+y+", new xMax is "+xMax);
								}
							}
						}
						room.xMin = xMin;
						room.xMax = xMax;
						//Choose a random startpoint on secondary axis
						let highestMin = door.x;
						if (door.x + room.width - 3 > xMax) {
							highestMin = xMax - (room.width - 2);
						}
						let rand = this.random(xMin, highestMin);
						//starting includes walls, min does not
						room.startingX = rand - 1;
						room.startingY = room.yMin - 1;
					}

					//Re-check all tiles for room placement
					//console.log("Will check tiles x:"+room.startingX+"-"+(room.startingX+(room.width-1))+
					//						" y:"+room.startingY+"-"+(room.startingY+(room.height-1)));
					room.isPlaceable = true;
					for (let y = room.startingY; y < room.startingY + (room.height - 1); y++) {
						for (let x = room.startingX; x < room.startingX + (room.width - 1); x++) {
							//console.log("Checking cell x:"+x+" y:"+y);
							if (
								typeof nextMap[y] == "undefined" ||
								typeof nextMap[y][x] == "undefined"
							) {
								//console.log("ERR: Undefined cell in tile check! x:"+x+" y:"+y)
								room.isPlaceable = false;
							} else {
								if (nextMap[y][x].state == "floor") {
									room.isPlaceable = false;
									//console.log("ERR: Found floor in proposed roomspace at x"+x+" y"+y+".")
								}
							}
						}
					}
					//console.log("Check complete. room.isPlaceable is " + room.isPlaceable);
				}
			} else {
				//what to do if door could not be placed
				//console.log("ERR: Could not place door. (placeDoor returned success:false)")
				return {
					success: false
				};
			}
		}

		//Replace empty tiles with room tiles
		if (room.isPlaceable) {
			for (let y = 0; y < room.height; y++) {
				for (let x = 0; x < room.width; x++) {
					let mapX = room.startingX + x;
					let mapY = room.startingY + y;
					if (
						typeof nextMap[mapY] == "undefined" ||
						typeof nextMap[mapY][mapX] == "undefined"
					) {
						console.log(
							"ERR: Undefined cell in replacement block at x:" +
								(room.startingX + x) +
								" y:" +
								(room.startingY + y)
						);
						return {success: false};
					}
					if (nextMap[mapY][mapX].state !== "rock") {
						//console.log("Skipping "+nextMap[mapY][mapX].state+" at x:"+mapX+" y:"+mapY+".");
						continue;
					}
					let cell = room.map[y][x];
					cell.roomNumber = room.number;
					nextMap[mapY][mapX] = cell;
					//console.log("Placing " + JSON.stringify(cell) + " at x:" + (mapX) + " y:" + (mapY) +".");
				}
			}
			console.log("Room " + room.number + " placed! nextMap:");
			console.olog(nextMap);
			return { success: true, nextMap: nextMap };
		} else {
			console.log(
				"ERR: room.isPlaceable is " + room.isPlaceable + ". Room not placed."
			);
			return { success: false };
		}
	}

	placeDoor(map) {
		//an array of coord pairs {x:int, y:int} of all non-corner walls in map
		let doorPlaced = false;
		let walls = this.scanMapFor("wall", map);
		//console.log("Found walls at:", walls, typeof walls);
		if (typeof walls !== "object" || walls.length < 1) {
			//error handling
			console.log("ERR: Did not find walls to place door.");
			return { success: false };
		}
		//if walls are found
		let n = this.random(0, walls.length - 1);
		let x = walls[n].x;
		let y = walls[n].y;
		//console.log("Placing door at y"+y+" x"+x+".");
		let nextMap = map;
		return {
			x: x,
			y: y,
			success: true
		};
	}

	//return a random int between min and max (inclusive)
	random(min, max) {
		return Math.floor((max - min + 1) * Math.random()) + min;
	}
	
	//apply a monster's modifiers and build their stats
	randomizeMonster(monster, tier){
		//Using Object.assign will prevent passing a reference to the $monster object,
		//instead simply assigning $randomized the same property values.
		let randomized = {};
		Object.assign(randomized, monster);		
		
		randomized.level = this.random(lvlRange[tier][0], lvlRange[tier][1]) + this.state.player.level;
		if(randomized.level < 1){
			randomized.level = 1;
		}
		
		let hp = monster.hp * baseHp;
		hp += hp*((Math.random()*hpVariation)*(randomized.level*monsterScaling));
		if (hp < 1) {hp = 1;}
		randomized.hp = Math.round(hp);
		randomized.hpMax = randomized.hp;
		
		let attack = monster.attack * baseAttack;
		attack += attack*((Math.random()*attackVariation)*(randomized.level*monsterScaling));
		if (attack < 1) {attack = 1;}
		randomized.attack = Math.round(attack);
		
		let armor = monster.armor + baseArmor;
		let randomArmor = Math.random()+Math.random()-1;
		armor += randomArmor*armorVariation*armor;
		randomized.armor = Math.round(armor*armorForInvincibility);
		
		return randomized;
	}

	//Scan a 2d array map for cells with a state and return a list of coords
	scanMapFor(state, map) {
		let coords = [];
		//console.log("Scanning this map for " + state + ":", map);
		for (let y = 0; y < map.length; y++) {
			for (let x = 0; x < map[y].length; x++) {
				if (map[y][x].state == state) {
					coords.push({ x: x, y: y });
				}
			}
		}
		//console.log("Found " + coords.length + " results.");
		return coords;
	}

	//Spawn a single entity
	spawn(type, entity, map, npcs, x = null, y = null) {
		
		let nextMap = map;
		let nextNpcs = npcs;
		let coord = {
			x: x,
			y: y
		}
		
		if (y && x && map[y][x].state == "floor" && !map[y][x][type]) {
			//if passed coords
			entity.x = x;
			entity.y = y;
			nextMap[y][x][type] = entity;
			if(type == "entity"){
				nextNpcs.push(entity);
			}
		} else {
			
			if(y&&x){
				console.log("Passed coords to spawn() but tile was not a floor tile or entity exists there. x:" + x + " y:" + y);
				return;
			}
			let openTiles = this.scanMapFor("floor", map);
			let random;
			
			let attempts = 0;
			let noMoreTilesAvailable = false;
			
			let isNextToPlayer = false;
			do {
				random = this.random(1, openTiles.length)-1;
				coord = openTiles[random];
				
				if (coord == undefined) {
					console.log("ERR: Found no more open floor tiles.");
					noMoreTilesAvailable = true;
					break;
				}
				
				//If there's a player, and spawning a monster, do not spawn it adjacent to player
				isNextToPlayer = false;
				if(type == "monster" && this.state.player.x){
					//console.log("Testing if next to player...");
					//console.olog(this.state.player);
					let player = this.state.player
					if(coord.x == player.x || coord.y == player.y) {
						if(coord.x == player.x + 1 || coord.x == player.x -1) {
							console.log("Skipped spawn location because it was next to the player.", coord);
							isNextToPlayer = true;
						} else if (coord.y == player.y + 1 || coord.y == player.y -1) {
							console.log("Skipped spawn location because it was next to the player.", coord);
							isNextToPlayer = true;
						}
					}
				}
				openTiles.splice(random, 1);
				attempts++;
			} while ((map[coord.y][coord.x].entity || isNextToPlayer) && attempts < 20);

			if (attempts == 20 || noMoreTilesAvailable) {
				console.log(
					"ERR: Max attempts reached or no more open tiles. Cannot spawn this:", entity
				);
				return {
					map: nextMap,
					error: true
				};
			}
			entity.y = coord.y;
			entity.x = coord.x;
			let category = type;
			if(type == "player" || type == "monster"){
				//Categorize player and monsters as entities
				category = "entity";
			}
			nextMap[coord.y][coord.x][category] = entity;
		}
		
		console.log("Spawning " + type + " '" + entity.name + "' at x:" + coord.x + " y:" + coord.y);
		
		if(type == "player") {
			let player = this.state.player;
			player.x = coord.x;
			player.y = coord.y;
			//To be passed to generateMap()
			return {
				player: player,
				map: nextMap
			};
		} else if(type == "monster") {
			//If it's a non-player entity (monster)
			nextNpcs.push(entity);
			return{
				map: nextMap,
				npcs: nextNpcs
			};
		} else if(type == "item") {
			nextMap[coord.y][coord.x].item = entity;
			return {
				map: nextMap
			}
		}
		console.log("ERR: spawn() called with unhandled type: " + type);
		return;
	}
	
	spawnHealingItems(map){
		let nextMap = map;
		let numberToSpawn = this.scanMapFor("floor", nextMap).length*healingItemDensity;
		let items = [];
		for(let i = 0; i < numberToSpawn; i ++){
			let item;
			if(Math.random() < healingItemRarity){
				item = healingItems.rare[this.random(1, healingItems.rare.length)-1];
			} else {
				item = healingItems.common[this.random(1, healingItems.common.length)-1];
			}
			item.type = "healing";
			items.push(item);
		}
		console.log("Spawning these healing items:", items);
		for(let i = 0; i < items.length-1; i++){
			nextMap = this.spawn("item", items[i], nextMap, this.state.npcs).map;
		}
		console.log("Finished spawning healing items. nextMap:");
		console.log(nextMap);
		return nextMap;
	}
	
	spawnMonsters(map){
		let monsterFamily = monsters[this.random(0, monsters.length-1)];
		console.log("Selected " + monsterFamily.name + " family of monsters.");
		let floorTiles = this.scanMapFor("floor", map);
		let monsterCount = floorTiles.length*monsterDensity;
		let monsterVariance = (Math.random()*2*monsterDensityVariation);
		monsterCount += (monsterCount*monsterVariance);
		monsterCount = Math.floor(monsterCount);
		console.log("Will spawn " + monsterCount + " monsters. monsterDensity:" + monsterDensity + " monsterDensityVariation:" + monsterDensityVariation + " floorTiles.length:" + floorTiles.length);
		
		//Make an array of random monsters to place
		let monstersToPlace = [];
		let e = Math.floor(monsterCount/2);
		let m = monsterCount - e - 1;
		let id = 1;
		for (let i = 0; i < e; i++){
			let monster = monsterFamily.easy[this.random(0,monsterFamily.easy.length-1)];
			let randomized = this.randomizeMonster(monster, "easy");
			randomized.type = "easy";
			randomized.id = id;
			id++
			monstersToPlace.push(randomized);		
		}
		for (let i = 0; i < m; i++){
			let monster = monsterFamily.medium[this.random(0,monsterFamily.medium.length-1)];
			let randomized = this.randomizeMonster(monster, "medium");
			randomized.type = "medium";
			randomized.id = id;
			id++
			monstersToPlace.push(randomized);		
		}
		let boss = monsterFamily.boss[this.random(0,monsterFamily.boss.length-1)];
		let randomized = this.randomizeMonster(boss, "boss");
		randomized.type = "boss";
		randomized.id = id;
		monstersToPlace.push(randomized);
		console.log("Here are the monstersToPlace:", monstersToPlace);
		
		//Then place them in the map
		let nextMap = map;
		let nextNpcs = [];
		let monstersSuccessfullySpawned = 0;
		for(let j = 0; j < monstersToPlace.length; j++){
			let spawn = this.spawn("monster", monstersToPlace[j], nextMap, nextNpcs);
			if(spawn.error){
				console.log("ERR: spawnMonsters(): Received error from spawn(). monsterDensity is probably too high (" + monsterDensity + "). Discontinuing spawning.");
				break;
			}
			nextMap = spawn.map;
			nextNpcs = spawn.npcs;
			monstersSuccessfullySpawned = j+1;
		}
		console.log("Map with monsters:", nextMap);
		console.log("spawnMonsters(): nextNpcs:", nextNpcs)
		return {
			npcs: nextNpcs,
			map: nextMap,
			monsterCount: monstersSuccessfullySpawned
		}
	}
	
	updateVisibleMap(map, x, y) {
		
		let visible = [];
		let radius = viewSize;
		let radiusMax = maxViewSize;
		let padding = radiusMax - radius;

		let xMin = x - radius;
		let xMax = x + radius + 1;
		let xBound = map[0].length - 1;
		let yMin = y - radius;
		let yMax = y + radius + 1;
		let yBound = map.length - 1;

		//set all currently visible tiles to not visible
		for (let row = 0; row < map.length - 1; row++) {
			for (let cell = 0; cell < map[0].length - 1; cell++) {
				map[row][cell].visible = false;
			}
		}

		//put new set of tiles into the visible map array
		for (let row = yMin; row < yMax; row++) {
			let newRow = [];
			for (let cell = xMin; cell < xMax; cell++) {
				let newCell;
				//if out of map bounds, add empty (rock) tiles
				if (cell < 0 || cell > xBound || row < 0 || row > yBound) {
					newCell = {
						state: "rock",
						x: cell,
						y: row
					};
					//console.log("adding nonexistent cell to visible x:" + cell + " y:" + row);
				} else {
					newCell = map[row][cell];
					//console.log(
					//	"adding map cell " +
					//		JSON.stringify(map[row][cell]) +
					//		" to visible x:" +
					//		cell +
					//		" y:" +
					//		row
					//);
				}
				
				//set as visible according to a circular radius
				let sq = ((cell - x) ** 2) + ((row - y) ** 2)+1;
				console.log("r**2: "+(radius**2) + " sq:"+sq + " cell:"+cell + " row:"+row);
				if (radius**2 >= sq) {
					newCell.visible = true;
				} else {
					newCell.visible = false;
				}
				newRow.push(newCell);
			}
			visible.push(newRow);
		}
		return visible;
	}
	
	
	//-----LIFECYCLE-----

	componentWillMount() {
		this.setState(this.generateMap());
		document.addEventListener("keydown", this.handleKeyDown.bind(this))
	}

	render() {
		return (
			<div id="wrapper">
				<Game map={this.state.visibleMap} player={this.state.player} log={this.state.combatLog} depth={this.state.depth} monsterCount={this.state.monsterCount}/>
				<Footer title="React Roguelike" />
			</div>
		);
	}
}

class Footer extends React.Component {
	render() {
		return (
			<div className="footer">
				<div className="heading">{this.props.title}</div>
				<div className="author">
					<span>
						By <a href={my.site}>Lewis Horwood</a>
					</span>
					<div className="button-group">
						<a href={my.github}>
							<div className="button">
								<span className="button-chevron">> </span>github
							</div>
						</a>
						<a href={my.freecodecamp}>
							<div className="button">
								<span className="button-chevron">> </span>freecodecamp
							</div>
						</a>
					</div>
				</div>
			</div>
		);
	}
}

class Game extends React.Component {
	render() {
		return (
			<div id="main">
				<Log log={this.props.log} />
				<Map map={this.props.map} />
				<Info 
					player={this.props.player} 
					depth={this.props.depth} 
					monsterCount={this.props.monsterCount}
				/>
			</div>
		);
	}
}

class CombatLog extends React.Component {
	render() {
		let items=this.props.log.slice(-10).reverse();
		let log = items.map((i, index) => {
			return <li id={index}>{i}</li>
		})
		return (
			<div id="combatLog">
				<ul>
					{log}
				</ul>
			</div>
		);
	}
}

class Log extends React.Component {
	render() {
		return (
			<div className="panel">
				<CombatLog log={this.props.log}/>
			</div>
		);
	}
}

class Map extends React.Component {
	render() {
		return (
			<div id="center">
				<div id="map">
					<Grid map={this.props.map} />
				</div>
			</div>
		);
	}
}

class Grid extends React.Component {
	renderMap() {
		let map = this.props.map;
		let output = [];
		for (let y = 0; y < map.length; y++) {
			let row = map[y].map((cell, index) => {
				let displayClass;
				if(cell.entity){
					displayClass = cell.entity.type;
				} else if (cell.item){
					displayClass = cell.item.type;
				} else {
					displayClass = cell.state;
				}
				return <div className={"mapCell " + displayClass + " " + (cell.visible ? "visible" : "notvisible")} />;
			});
			output.push(
				<div className="mapRow" id={y}>
					{row}
				</div>
			);
		}
		console.log("Rendering map:", map);
		return output;
	}

	render() {
		return <div id="grid">{this.renderMap()}</div>;
	}
}

class Info extends React.Component {
	render() {
		return (
			<div className="panel">
				<PlayerInfo 
					player={this.props.player}
					depth={this.props.depth}
					monsterCount={this.props.monsterCount}
				/>
			</div>
		);
	}
}

class PlayerInfo extends React.Component {
	render() {
		let pluralize = "s";
		if(this.props.monsterCount < 2){pluralize = ""}
		return (
			<div id="playerInfo">
				<p className="playerName">{this.props.player.name}</p>
				<p className="playerLevel">Level {this.props.player.level}</p>
				<p className="levelInfo">Floor {this.props.depth} -- {this.props.monsterCount} monster{pluralize} left</p>
				<p>
					<PlayerInfoBar type="hp" player={this.props.player} />
				</p>
				<p>
					<PlayerInfoBar type="xp" player={this.props.player} />
				</p>
			</div>
		);
	}
}

class PlayerInfoBar extends React.Component {
	render() {
		const type = this.props.type;
		let remaining, max;
		if (type == "hp") {
			remaining = this.props.player.hp;
			max = this.props.player.hpmax;
		} else if (type == "xp") {
			remaining = this.props.player.xp;
			max = this.props.player.xpmax;
		}
		return (
			<div className="playerInfoBar">
				<div className="typeName">{type.toUpperCase()}:</div>
				<div className={"bar " + this.props.type}>
					<div className="infoText">
						{remaining}/{max}
					</div>
					<div className="remaining" style={{ width: remaining / max * 200 }} />
					<div className="missing" style={{ width: (1 - remaining / max) * 200 }} />
				</div>
			</div>
		);
	}
}

ReactDOM.render(<App />, document.getElementById("root"));

              
            
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