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.
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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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