fix(drops): prevent extra movement restoration from drops (#2814)
This PR fixes #2814.
Problem
- Picking up a +movement drop both increased max movement and restored more than intended remaining movement.
Solution
- Do not auto-restore remaining movement when max increases in updateAlteration().
- On pickup, if remainingMove is 0, grant exactly 1 movement point; do not add more.
Verification
- Move down to 0 remaining move and step on a +movement drop; after pickup, remainingMove is exactly 1.
- No change when already >0 remaining move.
All unit tests passed locally (jest).
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| Project | Deployment | Preview | Updated (UTC) |
|---|---|---|---|
| ancientbeast | Preview | Nov 6, 2025 2:44pm |
@Bennethxyz Getting a drop that has movement bonus should give that value always restored right away, not just when having 0 movement points remaining after reaching the drop point (hexagon). Just like when picking up health or energy, similar to arcade games (beat'em'ups). The real issue was the restoration amount being haywire if getting multiple drops.
@Bennethxyz Tested, that change not cutting it. Unit picks up drop with movement = can use those increased points in current round, along with what was already remaining 🐻