fix: spire combat 11 high-severity discrepancies (issue #333)
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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:
2026-06-08 18:25:05 +02:00
parent d07e74c396
commit 098ec86189
21 changed files with 203 additions and 75 deletions
@@ -72,6 +72,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
weaponCastProgress: {},
});
get().addActivityLog('floor_transition', `Descended to Floor ${newFloor}`);
} else {
@@ -84,6 +85,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
weaponCastProgress: {},
});
}
@@ -110,6 +112,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
weaponCastProgress: {},
});
get().addActivityLog('floor_transition', `Ascending to Floor ${newFloor}`);
} else {
@@ -122,6 +125,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
weaponCastProgress: {},
});
}
@@ -216,7 +220,7 @@ export function onEnterRoomDescend(get: GetFn, set: SetFn): void {
if (didReset) {
const newRoom = generateSpireFloorState(s.currentFloor, s.currentRoomIndex, s.roomsPerFloor, s.runId);
set({ currentRoom: newRoom, castProgress: 0 });
set({ currentRoom: newRoom, castProgress: 0, weaponCastProgress: {} });
get().addActivityLog('floor_transition',
`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1} has reset — enemies respawned`);
@@ -263,6 +267,7 @@ export function createEnterSpireMode(get: GetFn, set: SetFn) {
floorMaxHP: calcRoomHP(freshRoom),
currentRoom: freshRoom,
castProgress: 0,
weaponCastProgress: {},
climbDirection: 'up',
isDescending: false,
clearedFloors: {},