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
+7 -6
View File
@@ -33,19 +33,20 @@ export interface DPSCalcParams {
}
// ─── Elemental Damage Bonus ──────────────────────────────────────────────────
// Elemental damage bonus: +50% if spell element opposes floor element (super effective)
// +50% if spell element opposes floor element (super effective)
// -25% if spell element matches its own opposite (weak)
export function getElementalBonus(spellElem: string, floorElem: string): number {
if (spellElem === 'raw') return 1.0; // Raw mana has no elemental bonus
if (spellElem === floorElem) return 1.25; // Same element: +25% damage
// Check for super effective first: spell is the opposite of floor
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective: +50% damage
// Check for super effective: spellElem is in floorElem's opposites list
const floorOpposites = ELEMENT_OPPOSITES[floorElem];
if (floorOpposites && floorOpposites.includes(spellElem)) return 1.5; // Super effective: +50% damage
// Check for weak: spell's opposite matches floor
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak: -25% damage
// Check for weak: floorElem is in spellElem's opposites list
const spellOpposites = ELEMENT_OPPOSITES[spellElem];
if (spellOpposites && spellOpposites.includes(floorElem)) return 0.75; // Weak: -25% damage
return 1.0; // Neutral
}
+10 -4
View File
@@ -23,7 +23,7 @@ const MODIFIER_CONFIG = {
barrierRechargeRate: 0.05, // Recharges 5% of max HP per tick
},
shield: {
shieldAmount: 0.15, // 15% of max HP as one-time shield
shieldAmount: 0.15, // 15% of max HP as one-time flat shield pool (spec §5.1)
},
armored: {
armorPerFloor: 0.003,
@@ -37,8 +37,8 @@ const MODIFIER_CONFIG = {
armorPerFloor: 0.002,
},
agile: {
baseDodge: 0.20,
dodgePerFloor: 0.004,
baseDodge: 0,
dodgePerFloor: 0.003,
maxDodge: 0.55,
},
};
@@ -126,10 +126,11 @@ export function generateEnemy(floor: number, modifiers?: EnemyModifier[]): Gener
}
if (activeModifiers.includes('shield')) {
barrier = Math.max(barrier, MODIFIER_CONFIG.shield.shieldAmount);
name = `${name} (Shielded)`;
}
const shieldPool = activeModifiers.includes('shield') ? hp * MODIFIER_CONFIG.shield.shieldAmount : 0;
return {
id: 'enemy',
name,
@@ -138,7 +139,10 @@ export function generateEnemy(floor: number, modifiers?: EnemyModifier[]): Gener
armor,
dodgeChance,
barrier,
shieldPool,
element,
activeEffects: [],
effectiveArmor: armor,
modifiers: activeModifiers,
};
}
@@ -172,6 +176,8 @@ export function generateSwarm(floor: number, modifiers?: EnemyModifier[]): Gener
: 0,
barrier: 0,
element,
activeEffects: [],
effectiveArmor: armor,
modifiers: activeModifiers,
});
}