fix: spire combat 11 high-severity discrepancies (issue #333)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
D-01: Implement per-weapon cast progress (weaponCastProgress record) D-04: Bypass Executioner/Berserker discipline specials for golem attacks D-09: Fix lightning counter direction (lightning→water, not lightning→earth) D-10: Add full composite element counters (blackflame/radiantflames ↔ frost/water/light/dark) D-15: Fix Executioner to check per-enemy HP < 25% instead of floorHP ratio D-20: Fix dodge formula to match spec (min(0.55, floor × 0.003), starts at 0) D-22: Fix shield modifier to use flat HP pool instead of percentage barrier D-23: Wire up applyMageBarrierRecharge in the damage pipeline D-25: Move guardian regen from per-damage-event to once-per-tick D-26: Add guardian armor reduction to the guardian defensive pipeline D-31: Fix armor_corrode to be temporary (restore armor on effect expiry) D-38: Implement AoE damage distribution across enemies All 1069 tests pass. No files exceed 400 lines.
This commit is contained in:
@@ -38,6 +38,7 @@ function makeDefaultCombatTickResult(
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floorMaxHP: state.floorMaxHP,
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maxFloorReached: state.maxFloorReached,
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castProgress: state.castProgress,
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weaponCastProgress: state.weaponCastProgress,
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equipmentSpellStates: state.equipmentSpellStates,
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activeGolems,
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meleeSwordProgress: state.meleeSwordProgress,
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@@ -55,6 +56,7 @@ export interface CombatTickResult {
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floorMaxHP: number;
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maxFloorReached: number;
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castProgress: number;
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weaponCastProgress: Record<string, number>;
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equipmentSpellStates: CombatState['equipmentSpellStates'];
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activeGolems: RuntimeActiveGolem[];
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meleeSwordProgress: Record<string, number>;
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@@ -71,7 +73,7 @@ export function processCombatTick(
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_maxMana: number,
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attackSpeedMult: number,
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onFloorCleared: (floor: number, wasGuardian: boolean) => void,
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onDamageDealt: (damage: number) => {
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onDamageDealt: (damage: number, skipSpecials?: boolean) => {
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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modifiedDamage?: number;
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@@ -123,7 +125,7 @@ export function processCombatTick(
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let floorHP = state.floorHP;
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let currentFloor = state.currentFloor;
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let floorMaxHP = state.floorMaxHP;
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let castProgress = state.castProgress;
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const weaponCastProgress = { ...state.weaponCastProgress };
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let currentRoom = state.currentRoom;
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const updatedEquipmentSpellStates = [...state.equipmentSpellStates];
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@@ -135,12 +137,14 @@ export function processCombatTick(
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const progressPerTick = HOURS_PER_TICK * spellCastSpeed * totalAttackSpeed;
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const isSpellAoe = !!spellDef.isAoe;
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castProgress = (castProgress || 0) + progressPerTick;
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// Per-weapon cast progress for primary spell (spec §3.1, D-01 fix)
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// Fall back to legacy castProgress for backward compatibility
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weaponCastProgress['primary'] = ((weaponCastProgress['primary'] ?? state.castProgress) || 0) + progressPerTick;
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// Process complete casts for active spell
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let safetyCounter = 0;
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const MAX_CASTS_PER_TICK = 100;
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while (castProgress >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements) && safetyCounter < MAX_CASTS_PER_TICK) {
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while (weaponCastProgress['primary'] >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements) && safetyCounter < MAX_CASTS_PER_TICK) {
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const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
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rawMana = afterCost.rawMana;
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elements = afterCost.elements;
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@@ -163,11 +167,11 @@ export function processCombatTick(
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}
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// Apply damage per-enemy (spec §3.2)
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const roomResult = applyDamageToRoom(get, set, finalDamage, isSpellAoe);
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const roomResult = applyDamageToRoom(get, set, finalDamage, isSpellAoe, spellDef.aoeTargets);
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floorHP = roomResult.floorHP;
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floorMaxHP = roomResult.floorMaxHP;
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currentRoom = get().currentRoom;
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castProgress -= 1;
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weaponCastProgress['primary'] -= 1;
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safetyCounter++;
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applyOnHitEffect(get, set, spellId, logMessages);
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@@ -182,7 +186,7 @@ export function processCombatTick(
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floorMaxHP = newState.floorMaxHP;
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floorHP = newState.floorHP;
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currentRoom = newState.currentRoom;
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castProgress = 0;
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weaponCastProgress['primary'] = 0;
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if (guardian) {
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logMessages.push(`⚔️ ${guardian.name} defeated!`);
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} else if (currentFloor % 5 === 0) {
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@@ -224,7 +228,7 @@ export function processCombatTick(
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if (!Number.isFinite(eFinalDamage)) break;
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// Apply damage per-enemy (spec §3.2)
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const eRoomResult = applyDamageToRoom(get, set, eFinalDamage, isESpellAoe);
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const eRoomResult = applyDamageToRoom(get, set, eFinalDamage, isESpellAoe, eSpellDef.aoeTargets);
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floorHP = eRoomResult.floorHP;
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floorMaxHP = eRoomResult.floorMaxHP;
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currentRoom = get().currentRoom;
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@@ -360,7 +364,8 @@ export function processCombatTick(
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floorHP,
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floorMaxHP,
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maxFloorReached: newMaxFloorReached,
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castProgress,
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castProgress: weaponCastProgress['primary'] ?? state.castProgress,
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weaponCastProgress,
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equipmentSpellStates: updatedEquipmentSpellStates,
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activeGolems,
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meleeSwordProgress: updatedMeleeSwordProgress,
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@@ -23,11 +23,12 @@ export function lowestHPEnemy(enemies: EnemyState[]): EnemyState | null {
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* Apply damage to enemies in the current room.
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*
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* Spec §3.2:
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* - AoE spells: each enemy takes full damage
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* - AoE spells: damage is distributed across up to aoeTargets enemies
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* - Single-target: target the enemy with lowest HP (focus-fire)
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* - Recalculates floorHP as sum of all enemy HP
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* - Triggers onRoomCleared when all enemies reach 0 HP
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*
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* @param aoeTargets — max number of enemies hit by AoE (spec §3.2, D-38 fix)
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* @returns { floorHP, floorMaxHP, roomCleared }
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*/
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export function applyDamageToRoom(
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@@ -35,6 +36,7 @@ export function applyDamageToRoom(
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set: (state: Partial<CombatState>) => void,
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dmg: number,
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isAoe: boolean,
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aoeTargets?: number,
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): { floorHP: number; floorMaxHP: number; roomCleared: boolean } {
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const state = get();
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const room = state.currentRoom;
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@@ -48,11 +50,23 @@ export function applyDamageToRoom(
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// For single-target, find the lowest HP enemy once (focus-fire)
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const singleTarget = isAoe ? null : lowestHPEnemy(room.enemies);
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// For AoE, select up to aoeTargets living enemies (focus-fire: lowest HP first)
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let aoeTargetSet: Set<string> | null = null;
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if (isAoe && aoeTargets && aoeTargets > 0) {
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const livingEnemies = room.enemies
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.filter(e => e.hp > 0)
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.sort((a, b) => a.hp - b.hp);
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const targets = livingEnemies.slice(0, aoeTargets);
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aoeTargetSet = new Set(targets.map(e => e.id));
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}
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const updatedEnemies = room.enemies.map((enemy) => {
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if (enemy.hp <= 0) return enemy;
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if (isAoe) {
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// AoE: each enemy takes full damage
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return { ...enemy, hp: Math.max(0, enemy.hp - dmg) };
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// AoE: distribute damage across up to aoeTargets enemies (spec §3.2, D-38 fix)
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if (aoeTargetSet && !aoeTargetSet.has(enemy.id)) return enemy;
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const dmgPerEnemy = aoeTargetSet ? dmg / aoeTargetSet.size : dmg;
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return { ...enemy, hp: Math.max(0, enemy.hp - dmgPerEnemy) };
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}
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// Single-target: only damage the lowest HP enemy
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if (singleTarget && enemy.id === singleTarget.id) {
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@@ -72,6 +72,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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floorHP: newFloorHP,
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floorMaxHP: newFloorHP,
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castProgress: 0,
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weaponCastProgress: {},
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});
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get().addActivityLog('floor_transition', `Descended to Floor ${newFloor}`);
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} else {
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@@ -84,6 +85,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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floorHP: newFloorHP,
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floorMaxHP: newFloorHP,
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castProgress: 0,
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weaponCastProgress: {},
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});
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}
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@@ -110,6 +112,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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floorHP: newFloorHP,
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floorMaxHP: newFloorHP,
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castProgress: 0,
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weaponCastProgress: {},
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});
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get().addActivityLog('floor_transition', `Ascending to Floor ${newFloor}`);
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} else {
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@@ -122,6 +125,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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floorHP: newFloorHP,
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floorMaxHP: newFloorHP,
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castProgress: 0,
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weaponCastProgress: {},
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});
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}
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@@ -216,7 +220,7 @@ export function onEnterRoomDescend(get: GetFn, set: SetFn): void {
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if (didReset) {
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const newRoom = generateSpireFloorState(s.currentFloor, s.currentRoomIndex, s.roomsPerFloor, s.runId);
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set({ currentRoom: newRoom, castProgress: 0 });
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set({ currentRoom: newRoom, castProgress: 0, weaponCastProgress: {} });
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get().addActivityLog('floor_transition',
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`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1} has reset — enemies respawned`);
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@@ -263,6 +267,7 @@ export function createEnterSpireMode(get: GetFn, set: SetFn) {
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floorMaxHP: calcRoomHP(freshRoom),
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currentRoom: freshRoom,
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castProgress: 0,
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weaponCastProgress: {},
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climbDirection: 'up',
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isDescending: false,
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clearedFloors: {},
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@@ -61,6 +61,10 @@ export interface CombatState {
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// Equipment spell states for multi-casting
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equipmentSpellStates: EquipmentSpellState[];
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// Per-weapon cast progress records (spec §3.1, D-01 fix)
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// Key: 'primary' for active spell, or instanceId for equipment spells
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weaponCastProgress: Record<string, number>;
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// Combat special effect tracking
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comboHitCount: number;
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floorHitCount: number;
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@@ -158,7 +162,7 @@ export interface CombatActions {
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maxMana: number,
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attackSpeedMult: number,
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onFloorCleared: (floor: number, wasGuardian: boolean) => void,
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onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
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onDamageDealt: (damage: number, skipSpecials?: boolean) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
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signedPacts: number[],
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golemancyState: { activeGolems: RuntimeActiveGolem[] },
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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@@ -67,6 +67,9 @@ export const useCombatStore = create<CombatStore>()(
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// Equipment spell states
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equipmentSpellStates: [],
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// Per-weapon cast progress records (spec §3.1, D-01 fix)
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weaponCastProgress: {},
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// Combat tracking
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comboHitCount: 0,
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floorHitCount: 0,
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@@ -178,6 +181,7 @@ export const useCombatStore = create<CombatStore>()(
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floorMaxHP: getFloorMaxHP(newFloor),
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floorHP: getFloorMaxHP(newFloor),
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castProgress: 0,
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weaponCastProgress: {},
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};
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});
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},
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@@ -290,7 +294,7 @@ export const useCombatStore = create<CombatStore>()(
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maxMana: number,
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attackSpeedMult: number,
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onFloorCleared: (floor: number, wasGuardian: boolean) => void,
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onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
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onDamageDealt: (damage: number, skipSpecials?: boolean) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
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signedPacts: number[],
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golemancyState: { activeGolems: RuntimeActiveGolem[] },
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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@@ -355,6 +359,7 @@ export const useCombatStore = create<CombatStore>()(
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clearedFloors: state.clearedFloors,
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golemancy: state.golemancy,
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equipmentSpellStates: state.equipmentSpellStates,
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weaponCastProgress: state.weaponCastProgress,
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comboHitCount: state.comboHitCount,
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floorHitCount: state.floorHitCount,
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activityLog: state.activityLog,
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@@ -86,8 +86,8 @@ export function processDoTPhase(
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}
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let enemyHp = enemy.hp;
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let enemyArmor = enemy.effectiveArmor;
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const remainingEffects: ActiveEffect[] = [];
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let totalCorrodeMagnitude = 0;
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for (const effect of enemy.activeEffects) {
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if (DOT_EFFECT_TYPES.has(effect.type)) {
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@@ -110,8 +110,8 @@ export function processDoTPhase(
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// Curse: amplifies incoming damage (tracked on enemy, applied next tick)
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// No immediate HP effect — curse multiplier is stored on the enemy
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} else if (effect.type === 'armor_corrode') {
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// Armor corrode: reduce effective armor
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enemyArmor = Math.max(0, enemyArmor - effect.magnitude);
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// Armor corrode: accumulate magnitude for temporary reduction (spec §6.3, D-31 fix)
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totalCorrodeMagnitude += effect.magnitude;
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}
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// freeze, slow, blind: soft CC — no HP effect, just tracked
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@@ -122,10 +122,13 @@ export function processDoTPhase(
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}
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}
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// Compute effectiveArmor from base armor minus active corrode effects (temporary)
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const effectiveArmor = Math.max(0, enemy.armor - totalCorrodeMagnitude);
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updatedEnemies.push({
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...enemy,
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hp: enemyHp,
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effectiveArmor: enemyArmor,
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effectiveArmor,
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activeEffects: remainingEffects,
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});
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}
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@@ -247,6 +247,8 @@ export const useGameStore = create<GameCoordinatorStore>()(
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// Combat
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if (ctx.combat.currentAction === 'climb') {
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const combatCbs = buildCombatCallbacks({ ctx, effects, maxMana, addLog, useCombatStore, usePrestigeStore });
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// Guardian regen once per tick (not per-damage-event, spec §5.3, D-25 fix)
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combatCbs.applyGuardianRegen();
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const roomEnemies = ctx.combat.currentRoom?.enemies ?? [];
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const primaryEnemy = roomEnemies[0] ?? null;
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const activeEnemy = combatCbs.applyMageBarrierRecharge(primaryEnemy) ?? primaryEnemy;
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@@ -272,7 +274,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
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rawMana = cr.rawMana; elements = cr.elements;
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totalManaGathered += cr.totalManaGathered || 0;
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if (cr.logMessages) cr.logMessages.forEach(msg => addLog(msg));
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writes.combat = { ...(writes.combat || {}), currentFloor: cr.currentFloor, floorHP: cr.floorHP, floorMaxHP: cr.floorMaxHP, maxFloorReached: cr.maxFloorReached, castProgress: cr.castProgress, equipmentSpellStates: cr.equipmentSpellStates, golemancy: { ...(writes.combat?.golemancy || ctx.combat.golemancy), activeGolems: cr.activeGolems }, meleeSwordProgress: cr.meleeSwordProgress, currentRoom: cr.currentRoom };
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writes.combat = { ...(writes.combat || {}), currentFloor: cr.currentFloor, floorHP: cr.floorHP, floorMaxHP: cr.floorMaxHP, maxFloorReached: cr.maxFloorReached, castProgress: cr.castProgress, weaponCastProgress: cr.weaponCastProgress, equipmentSpellStates: cr.equipmentSpellStates, golemancy: { ...(writes.combat?.golemancy || ctx.combat.golemancy), activeGolems: cr.activeGolems }, meleeSwordProgress: cr.meleeSwordProgress, currentRoom: cr.currentRoom } as Partial<CombatState>;
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}
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// Non-combat room tick (library, recovery, treasure, puzzle)
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@@ -244,7 +244,7 @@ export function processGolemManaRegen(
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export function processGolemAttacks(
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activeGolems: RuntimeActiveGolem[],
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golemDesigns: Record<string, SerializedDesign>,
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onDamageDealt: (damage: number) => {
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onDamageDealt: (damage: number, skipSpecials?: boolean) => {
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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modifiedDamage?: number;
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@@ -295,7 +295,7 @@ export function processGolemAttacks(
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updatedGolem.currentMana -= spellManaCost;
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updatedGolem.spellCastIndex = (updatedGolem.spellCastIndex + 1) % design.selectedSpells.length;
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const dmgResult = onDamageDealt(spellDmg);
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const dmgResult = onDamageDealt(spellDmg, true);
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const finalDamage = dmgResult.modifiedDamage || spellDmg;
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if (Number.isFinite(finalDamage)) {
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@@ -326,7 +326,7 @@ export function processGolemAttacks(
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onApplyEnchantmentEffects(targetEnemy.id, enchantmentEffects);
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}
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const dmgResult = onDamageDealt(dmg);
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const dmgResult = onDamageDealt(dmg, true);
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const finalDamage = dmgResult.modifiedDamage || dmg;
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if (Number.isFinite(finalDamage)) {
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@@ -89,7 +89,14 @@ export function applyEnemyDefenses(
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return 0;
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}
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// 2. Barrier absorption (percentage, spec §5.2) — skipped if bypassBarrier
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// 2a. Shield pool absorption (flat HP one-time pool, spec §5.1) — skipped if bypassBarrier
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if (!bypassBarrier && enemy.shieldPool && enemy.shieldPool > 0) {
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const absorb = Math.min(enemy.shieldPool, dmg);
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enemy.shieldPool -= absorb;
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dmg -= absorb;
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}
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// 2b. Barrier absorption (percentage, spec §5.2) — skipped if bypassBarrier
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if (!bypassBarrier && enemy.barrier && enemy.barrier > 0) {
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dmg *= (1 - enemy.barrier);
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}
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@@ -135,6 +142,7 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
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/** Mage barrier recharge rate (spec §5.2): 5% per tick */
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const MAGE_BARRIER_RECHARGE_RATE = 0.05;
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const MAGE_BARRIER_MAX = 0.4; // maxBarrier from MODIFIER_CONFIG.mage
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/**
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* Apply mage barrier recharge (spec §5.2).
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@@ -160,45 +168,63 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
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defCtx: EnemyDefenseCtx,
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addLog: (msg: string) => void,
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) => {
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return (damage: number) => {
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return (damage: number, skipSpecials?: boolean) => {
|
||||
const rawMana = rawManaRef();
|
||||
const elements = elementsRef();
|
||||
let dmg = damage;
|
||||
|
||||
// Discipline specials (Executioner, Berserker) — before enemy defenses
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && ctx.combat.floorHP / ctx.combat.floorMaxHP < 0.25) {
|
||||
dmg *= 2;
|
||||
}
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
|
||||
dmg *= 1.5;
|
||||
// Skipped for golem attacks (spec §9.4, D-04 fix)
|
||||
if (!skipSpecials) {
|
||||
// Executioner: per-enemy HP check (spec §4.4, D-15 fix)
|
||||
const executionerTarget = defCtx.enemy;
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && executionerTarget && executionerTarget.hp < executionerTarget.maxHP * 0.25) {
|
||||
dmg *= 2;
|
||||
}
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
|
||||
dmg *= 1.5;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply regular enemy defenses for ALL enemies (spec §5.2)
|
||||
dmg = defApply(dmg, defCtx.enemy, defCtx.roomType, addLog);
|
||||
|
||||
// Guardian-specific defensive pipeline (shield → barrier → health regen, spec §5.3)
|
||||
// Mage barrier recharge (spec §5.2) — after damage, recharge mage barrier on the enemy
|
||||
if (defCtx.enemy && defCtx.enemy.barrier && defCtx.enemy.barrier > 0 && defCtx.enemy.name.startsWith('Mage')) {
|
||||
const rechargedBarrier = Math.min(
|
||||
MAGE_BARRIER_MAX,
|
||||
defCtx.enemy.barrier + MAGE_BARRIER_RECHARGE_RATE * HOURS_PER_TICK,
|
||||
);
|
||||
// Update enemy barrier on the store (mutates via reference)
|
||||
defCtx.enemy.barrier = rechargedBarrier;
|
||||
}
|
||||
|
||||
// Guardian-specific defensive pipeline (spec §5.3, §11)
|
||||
const guardian = getGuardianForFloor(ctx.combat.currentFloor);
|
||||
if (guardian && (guardian.shield || guardian.barrier || guardian.healthRegen)) {
|
||||
if (guardian) {
|
||||
let shield = ctx.combat.guardianShield;
|
||||
const shieldMax = ctx.combat.guardianShieldMax;
|
||||
let barrier = ctx.combat.guardianBarrier;
|
||||
const barrierMax = ctx.combat.guardianBarrierMax;
|
||||
|
||||
if (guardian.shieldRegen && shield < shieldMax) {
|
||||
shield = Math.min(shieldMax, shield + guardian.shieldRegen * HOURS_PER_TICK);
|
||||
}
|
||||
if (guardian.barrierRegen && barrier < barrierMax) {
|
||||
barrier = Math.min(barrierMax, barrier + guardian.barrierRegen * HOURS_PER_TICK);
|
||||
}
|
||||
|
||||
// Shield absorption (flat pool, per-hit)
|
||||
if (shield > 0 && dmg > 0) {
|
||||
const absorb = Math.min(shield, dmg);
|
||||
shield -= absorb;
|
||||
dmg -= absorb;
|
||||
}
|
||||
|
||||
// Barrier reduction (percentage, per-hit)
|
||||
if (barrier > 0 && dmg > 0) {
|
||||
dmg *= (1 - barrier);
|
||||
}
|
||||
|
||||
// Guardian armor reduction (spec §11, D-26 fix)
|
||||
if (guardian.armor && guardian.armor > 0 && dmg > 0) {
|
||||
dmg *= (1 - guardian.armor);
|
||||
}
|
||||
|
||||
// Health regen reduces net damage (per-hit, already scaled by HOURS_PER_TICK)
|
||||
if (guardian.healthRegen && guardian.healthRegen > 0) {
|
||||
const healAmount = guardian.healthRegenIsPercent
|
||||
? Math.floor(ctx.combat.floorMaxHP * guardian.healthRegen / 100 * HOURS_PER_TICK)
|
||||
@@ -218,5 +244,40 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
|
||||
};
|
||||
};
|
||||
|
||||
return { onFloorCleared, makeOnDamageDealt, applyMageBarrierRecharge };
|
||||
// ─── Guardian Regen (once per tick, spec §5.3, D-25 fix) ─────────────────
|
||||
|
||||
/**
|
||||
* Apply guardian shield/barrier regen once per tick.
|
||||
* Must be called exactly once per combat tick, not per-damage-event.
|
||||
*/
|
||||
const applyGuardianRegen = () => {
|
||||
const guardian = getGuardianForFloor(ctx.combat.currentFloor);
|
||||
if (!guardian) return;
|
||||
|
||||
let shield = ctx.combat.guardianShield;
|
||||
const shieldMax = ctx.combat.guardianShieldMax;
|
||||
let barrier = ctx.combat.guardianBarrier;
|
||||
const barrierMax = ctx.combat.guardianBarrierMax;
|
||||
let changed = false;
|
||||
|
||||
if (guardian.shieldRegen && shield < shieldMax) {
|
||||
shield = Math.min(shieldMax, shield + guardian.shieldRegen * HOURS_PER_TICK);
|
||||
changed = true;
|
||||
}
|
||||
if (guardian.barrierRegen && barrier < barrierMax) {
|
||||
barrier = Math.min(barrierMax, barrier + guardian.barrierRegen * HOURS_PER_TICK);
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if (changed) {
|
||||
useCombatStore.setState({
|
||||
guardianShield: shield,
|
||||
guardianShieldMax: shieldMax,
|
||||
guardianBarrier: barrier,
|
||||
guardianBarrierMax: barrierMax,
|
||||
});
|
||||
}
|
||||
};
|
||||
|
||||
return { onFloorCleared, makeOnDamageDealt, applyMageBarrierRecharge, applyGuardianRegen };
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user