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Bad Rune Limit Not Enforced During Gameplay #236
Description
Priority: Medium
Component: RuneGenerator.ts, RuneHuntGame.tsx
Description
The RuneGenerator has a maxBadRunes setting (default 3) to limit Hans (bad runes) on screen, but this limit is only checked when creating initial runes. During gameplay, when runes are clicked and new ones spawn via ensureRunes(), the bad rune limit isn't consistently enforced, sometimes resulting in more than 3 bad runes on screen.
Steps to Reproduce
Start a game with default settings
Play for 10-15 seconds, clicking various runes
Observe that sometimes more than 3 Hans (bad runes) appear simultaneously
Check getBadRuneStats() in console - count exceeds max
Current Behavior
Initial runes respect the maxBadRunes limit in createInitialRunes()
ensureRunes() calls createNewRune() which checks bad rune count
However, timing issues or rapid successive calls can bypass the limit
No validation occurs after runes are created
Expected Behavior
Maximum of 3 bad runes (Hans) should be on screen at any time
When the limit is reached, only good runes should spawn
The system should validate and enforce the limit continuously