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
+1 -1
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@@ -1,5 +1,5 @@
# Circular Dependencies # Circular Dependencies
Generated: 2026-06-08T13:51:45.536Z Generated: 2026-06-08T14:03:03.873Z
Found: 1 circular chain(s) — these MUST be fixed before modifying involved files. Found: 1 circular chain(s) — these MUST be fixed before modifying involved files.
1. 1) stores/golem-combat-actions.ts > stores/golem-combat-helpers.ts 1. 1) stores/golem-combat-actions.ts > stores/golem-combat-helpers.ts
+1 -1
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@@ -1,6 +1,6 @@
{ {
"_meta": { "_meta": {
"generated": "2026-06-08T13:51:43.381Z", "generated": "2026-06-08T14:03:01.818Z",
"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.", "description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry." "usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
}, },
@@ -96,13 +96,15 @@ describe('Floor element cycle', () => {
it('element opposites define expected pairs', async () => { it('element opposites define expected pairs', async () => {
const { ELEMENT_OPPOSITES } = await import('@/lib/game/constants'); const { ELEMENT_OPPOSITES } = await import('@/lib/game/constants');
expect(ELEMENT_OPPOSITES['fire']).toBe('water'); // ELEMENT_OPPOSITES now uses arrays to support multiple counters per element
expect(ELEMENT_OPPOSITES['water']).toBe('fire'); expect(ELEMENT_OPPOSITES['fire']).toEqual(expect.arrayContaining(['water']));
expect(ELEMENT_OPPOSITES['air']).toBe('earth'); expect(ELEMENT_OPPOSITES['water']).toEqual(expect.arrayContaining(['fire', 'lightning']));
expect(ELEMENT_OPPOSITES['earth']).toBe('air'); expect(ELEMENT_OPPOSITES['air']).toEqual(expect.arrayContaining(['earth']));
expect(ELEMENT_OPPOSITES['light']).toBe('dark'); expect(ELEMENT_OPPOSITES['earth']).toEqual(expect.arrayContaining(['air']));
expect(ELEMENT_OPPOSITES['dark']).toBe('light'); expect(ELEMENT_OPPOSITES['light']).toEqual(expect.arrayContaining(['dark']));
expect(ELEMENT_OPPOSITES['lightning']).toBe('earth'); expect(ELEMENT_OPPOSITES['dark']).toEqual(expect.arrayContaining(['light']));
// lightning is weak to earth (earth counters lightning, spec §4.2)
expect(ELEMENT_OPPOSITES['lightning']).toEqual(expect.arrayContaining(['earth']));
}); });
}); });
@@ -54,6 +54,7 @@ export function resetAllStores() {
isDescentComplete: false, isDescentComplete: false,
golemancy: { activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [] }, golemancy: { activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [] },
equipmentSpellStates: [], equipmentSpellStates: [],
weaponCastProgress: {},
comboHitCount: 0, comboHitCount: 0,
floorHitCount: 0, floorHitCount: 0,
spells: makeInitialSpells(), spells: makeInitialSpells(),
@@ -41,6 +41,7 @@ function resetStores() {
isDescentComplete: false, isDescentComplete: false,
golemancy: { activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [] }, golemancy: { activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [] },
equipmentSpellStates: [], equipmentSpellStates: [],
weaponCastProgress: {},
comboHitCount: 0, comboHitCount: 0,
floorHitCount: 0, floorHitCount: 0,
spells: { manaBolt: { learned: true, level: 1, studyProgress: 0 } }, spells: { manaBolt: { learned: true, level: 1, studyProgress: 0 } },
@@ -72,7 +72,8 @@ describe('generateEnemy', () => {
it('should apply shield modifier', () => { it('should apply shield modifier', () => {
const enemy = generateEnemy(30, ['shield']); const enemy = generateEnemy(30, ['shield']);
expect(enemy.modifiers).toContain('shield'); expect(enemy.modifiers).toContain('shield');
expect(enemy.barrier).toBeGreaterThanOrEqual(SHIELD_AMOUNT); // Shield modifier now sets shieldPool (flat HP) instead of barrier (percentage)
expect(enemy.shieldPool).toBeGreaterThanOrEqual(enemy.maxHP * SHIELD_AMOUNT);
}); });
it('should have valid element', () => { it('should have valid element', () => {
@@ -147,13 +147,14 @@ describe('calcMeleeDamage', () => {
expect(damage).toBe(5); expect(damage).toBe(5);
}); });
it('should handle frost-enchanted sword vs fire enemy (frost weak to fire = 0.75x)', () => { it('should handle frost-enchanted sword vs fire enemy (frost super effective vs fire = 1.5x, spec §4.2 bidirectional)', () => {
const swordType = { stats: { baseDamage: 15, attackSpeed: 1.0 } }; const swordType = { stats: { baseDamage: 15, attackSpeed: 1.0 } };
const swordInstance = makeSwordInstance('crystalBlade', [ const swordInstance = makeSwordInstance('crystalBlade', [
{ effectId: 'sword_frost', stacks: 1, actualCost: 40 }, { effectId: 'sword_frost', stacks: 1, actualCost: 40 },
]); ]);
const damage = calcMeleeDamage(swordInstance, swordType, 'fire'); const damage = calcMeleeDamage(swordInstance, swordType, 'fire');
expect(damage).toBe(15 * 0.75); // Frost ↔ fire is bidirectional: frost counters fire (super effective = 1.5x)
expect(damage).toBe(15 * 1.5);
}); });
it('should handle lightning-enchanted sword vs earth enemy (lightning weak to earth = 0.75x)', () => { it('should handle lightning-enchanted sword vs earth enemy (lightning weak to earth = 0.75x)', () => {
@@ -189,7 +190,7 @@ describe('melee auto-attack in processCombatTick', () => {
const elements = makeInitialElements(500, {}); const elements = makeInitialElements(500, {});
const sword = makeSwordInstance('ironBlade'); const sword = makeSwordInstance('ironBlade');
const equippedSwords = { [sword.instanceId]: sword }; const equippedSwords = { [sword.instanceId]: sword };
let result: CombatTickResult = { rawMana: 1000, elements, logMessages: [], totalManaGathered: 0, currentFloor: 1, floorHP: 100, floorMaxHP: 100, maxFloorReached: 1, castProgress: 0, equipmentSpellStates: [], activeGolems: [], meleeSwordProgress: {}, currentRoom: { roomType: 'combat', enemies: [] } }; let result: CombatTickResult = { rawMana: 1000, elements, logMessages: [], totalManaGathered: 0, currentFloor: 1, floorHP: 100, floorMaxHP: 100, maxFloorReached: 1, castProgress: 0, weaponCastProgress: {}, equipmentSpellStates: [], activeGolems: [], meleeSwordProgress: {}, currentRoom: { roomType: 'combat', enemies: [] } };
for (let i = 0; i < 10; i++) { for (let i = 0; i < 10; i++) {
result = runCombatTickWithSwords(1000, elements, equippedSwords); result = runCombatTickWithSwords(1000, elements, equippedSwords);
} }
@@ -221,7 +222,7 @@ describe('melee auto-attack in processCombatTick', () => {
const sword = makeSwordInstance('ironBlade'); const sword = makeSwordInstance('ironBlade');
sword.instanceId = 'test-sword'; sword.instanceId = 'test-sword';
const equippedSwords = { [sword.instanceId]: sword }; const equippedSwords = { [sword.instanceId]: sword };
let result: CombatTickResult = { rawMana: 1000, elements, logMessages: [], totalManaGathered: 0, currentFloor: 1, floorHP: 100000, floorMaxHP: 100000, maxFloorReached: 1, castProgress: 0, equipmentSpellStates: [], activeGolems: [], meleeSwordProgress: {}, currentRoom: { roomType: 'combat', enemies: [] } }; let result: CombatTickResult = { rawMana: 1000, elements, logMessages: [], totalManaGathered: 0, currentFloor: 1, floorHP: 100000, floorMaxHP: 100000, maxFloorReached: 1, castProgress: 0, weaponCastProgress: {}, equipmentSpellStates: [], activeGolems: [], meleeSwordProgress: {}, currentRoom: { roomType: 'combat', enemies: [] } };
// Run 25 ticks: each tick adds 0.048 progress, so 25 * 0.048 = 1.2, triggering a hit // Run 25 ticks: each tick adds 0.048 progress, so 25 * 0.048 = 1.2, triggering a hit
for (let i = 0; i < 25; i++) { for (let i = 0; i < 25; i++) {
result = runCombatTickWithSwords(1000, elements, equippedSwords); result = runCombatTickWithSwords(1000, elements, equippedSwords);
@@ -159,6 +159,7 @@ function runTicksAndMeasureDamage(
floorMaxHP: initialFloorHP, floorMaxHP: initialFloorHP,
maxFloorReached: 1, maxFloorReached: 1,
castProgress: 0, castProgress: 0,
weaponCastProgress: {},
equipmentSpellStates: [], equipmentSpellStates: [],
activeGolems: [], activeGolems: [],
meleeSwordProgress: useCombatStore.getState().meleeSwordProgress, meleeSwordProgress: useCombatStore.getState().meleeSwordProgress,
+24 -10
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@@ -53,16 +53,30 @@ export const ELEMENTS: Record<string, ElementDef> = {
export const FLOOR_ELEM_CYCLE = ["fire", "water", "air", "earth", "light", "dark", "death"]; export const FLOOR_ELEM_CYCLE = ["fire", "water", "air", "earth", "light", "dark", "death"];
// ─── Element Opposites for Damage Calculation ──────────────────────────────── // ─── Element Opposites for Damage Calculation ────────────────────────────────
export const ELEMENT_OPPOSITES: Record<string, string> = { // Element Opposites for Damage Calculation
fire: 'water', water: 'fire', // Semantics: ELEMENT_OPPOSITES[X] = list of elements that X is weak to (counters of X)
air: 'earth', earth: 'air', // In getElementalBonus(spellElem, floorElem):
light: 'dark', dark: 'light', // - If spellElem is in ELEMENT_OPPOSITES[floorElem] → super effective (1.5x)
lightning: 'earth', // Lightning is weak to earth (grounding) // - If floorElem is in ELEMENT_OPPOSITES[spellElem] → weak (0.75x)
frost: 'fire', // Frost is weak to fire (melting) // Bidirectional pairs: if A counters B, then B counters A (both can be super effective against each other)
blackflame: 'light', // BlackFlame is weak to light (purification) // Directional counters:
radiantflames: 'dark', // Radiant Flames are weak to dark (extinguishing) // earth → lightning (earth counters lightning, so lightning is weak to earth)
miasma: 'air', // Miasma is weak to air (dispersion) // lightning → water (lightning counters water, so water is weak to lightning)
shadowglass: 'light', // Shadow Glass is weak to light (shattering) export const ELEMENT_OPPOSITES: Record<string, string[]> = {
// Base opposites (bidirectional)
fire: ['water', 'frost'], water: ['fire', 'lightning', 'blackflame', 'radiantflames'],
air: ['earth', 'miasma'], earth: ['air'],
light: ['dark', 'blackflame', 'shadowglass'], dark: ['light', 'radiantflames'],
// Directional counters
lightning: ['earth'], // lightning is weak to earth (earth counters lightning)
// Composite element counters (bidirectional per spec §4.2)
frost: ['fire', 'blackflame', 'radiantflames'],
blackflame: ['frost', 'water', 'light'],
radiantflames: ['frost', 'water', 'dark'],
miasma: ['air'],
shadowglass: ['light'],
}; };
// ─── Element Icon Mapping (Lucide Icons) ────────────────────────────────────── // ─── Element Icon Mapping (Lucide Icons) ──────────────────────────────────────
+14 -9
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@@ -38,6 +38,7 @@ function makeDefaultCombatTickResult(
floorMaxHP: state.floorMaxHP, floorMaxHP: state.floorMaxHP,
maxFloorReached: state.maxFloorReached, maxFloorReached: state.maxFloorReached,
castProgress: state.castProgress, castProgress: state.castProgress,
weaponCastProgress: state.weaponCastProgress,
equipmentSpellStates: state.equipmentSpellStates, equipmentSpellStates: state.equipmentSpellStates,
activeGolems, activeGolems,
meleeSwordProgress: state.meleeSwordProgress, meleeSwordProgress: state.meleeSwordProgress,
@@ -55,6 +56,7 @@ export interface CombatTickResult {
floorMaxHP: number; floorMaxHP: number;
maxFloorReached: number; maxFloorReached: number;
castProgress: number; castProgress: number;
weaponCastProgress: Record<string, number>;
equipmentSpellStates: CombatState['equipmentSpellStates']; equipmentSpellStates: CombatState['equipmentSpellStates'];
activeGolems: RuntimeActiveGolem[]; activeGolems: RuntimeActiveGolem[];
meleeSwordProgress: Record<string, number>; meleeSwordProgress: Record<string, number>;
@@ -71,7 +73,7 @@ export function processCombatTick(
_maxMana: number, _maxMana: number,
attackSpeedMult: number, attackSpeedMult: number,
onFloorCleared: (floor: number, wasGuardian: boolean) => void, onFloorCleared: (floor: number, wasGuardian: boolean) => void,
onDamageDealt: (damage: number) => { onDamageDealt: (damage: number, skipSpecials?: boolean) => {
rawMana: number; rawMana: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>; elements: Record<string, { current: number; max: number; unlocked: boolean }>;
modifiedDamage?: number; modifiedDamage?: number;
@@ -123,7 +125,7 @@ export function processCombatTick(
let floorHP = state.floorHP; let floorHP = state.floorHP;
let currentFloor = state.currentFloor; let currentFloor = state.currentFloor;
let floorMaxHP = state.floorMaxHP; let floorMaxHP = state.floorMaxHP;
let castProgress = state.castProgress; const weaponCastProgress = { ...state.weaponCastProgress };
let currentRoom = state.currentRoom; let currentRoom = state.currentRoom;
const updatedEquipmentSpellStates = [...state.equipmentSpellStates]; const updatedEquipmentSpellStates = [...state.equipmentSpellStates];
@@ -135,12 +137,14 @@ export function processCombatTick(
const progressPerTick = HOURS_PER_TICK * spellCastSpeed * totalAttackSpeed; const progressPerTick = HOURS_PER_TICK * spellCastSpeed * totalAttackSpeed;
const isSpellAoe = !!spellDef.isAoe; const isSpellAoe = !!spellDef.isAoe;
castProgress = (castProgress || 0) + progressPerTick; // Per-weapon cast progress for primary spell (spec §3.1, D-01 fix)
// Fall back to legacy castProgress for backward compatibility
weaponCastProgress['primary'] = ((weaponCastProgress['primary'] ?? state.castProgress) || 0) + progressPerTick;
// Process complete casts for active spell // Process complete casts for active spell
let safetyCounter = 0; let safetyCounter = 0;
const MAX_CASTS_PER_TICK = 100; const MAX_CASTS_PER_TICK = 100;
while (castProgress >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements) && safetyCounter < MAX_CASTS_PER_TICK) { while (weaponCastProgress['primary'] >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements) && safetyCounter < MAX_CASTS_PER_TICK) {
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements); const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
rawMana = afterCost.rawMana; rawMana = afterCost.rawMana;
elements = afterCost.elements; elements = afterCost.elements;
@@ -163,11 +167,11 @@ export function processCombatTick(
} }
// Apply damage per-enemy (spec §3.2) // Apply damage per-enemy (spec §3.2)
const roomResult = applyDamageToRoom(get, set, finalDamage, isSpellAoe); const roomResult = applyDamageToRoom(get, set, finalDamage, isSpellAoe, spellDef.aoeTargets);
floorHP = roomResult.floorHP; floorHP = roomResult.floorHP;
floorMaxHP = roomResult.floorMaxHP; floorMaxHP = roomResult.floorMaxHP;
currentRoom = get().currentRoom; currentRoom = get().currentRoom;
castProgress -= 1; weaponCastProgress['primary'] -= 1;
safetyCounter++; safetyCounter++;
applyOnHitEffect(get, set, spellId, logMessages); applyOnHitEffect(get, set, spellId, logMessages);
@@ -182,7 +186,7 @@ export function processCombatTick(
floorMaxHP = newState.floorMaxHP; floorMaxHP = newState.floorMaxHP;
floorHP = newState.floorHP; floorHP = newState.floorHP;
currentRoom = newState.currentRoom; currentRoom = newState.currentRoom;
castProgress = 0; weaponCastProgress['primary'] = 0;
if (guardian) { if (guardian) {
logMessages.push(`⚔️ ${guardian.name} defeated!`); logMessages.push(`⚔️ ${guardian.name} defeated!`);
} else if (currentFloor % 5 === 0) { } else if (currentFloor % 5 === 0) {
@@ -224,7 +228,7 @@ export function processCombatTick(
if (!Number.isFinite(eFinalDamage)) break; if (!Number.isFinite(eFinalDamage)) break;
// Apply damage per-enemy (spec §3.2) // Apply damage per-enemy (spec §3.2)
const eRoomResult = applyDamageToRoom(get, set, eFinalDamage, isESpellAoe); const eRoomResult = applyDamageToRoom(get, set, eFinalDamage, isESpellAoe, eSpellDef.aoeTargets);
floorHP = eRoomResult.floorHP; floorHP = eRoomResult.floorHP;
floorMaxHP = eRoomResult.floorMaxHP; floorMaxHP = eRoomResult.floorMaxHP;
currentRoom = get().currentRoom; currentRoom = get().currentRoom;
@@ -360,7 +364,8 @@ export function processCombatTick(
floorHP, floorHP,
floorMaxHP, floorMaxHP,
maxFloorReached: newMaxFloorReached, maxFloorReached: newMaxFloorReached,
castProgress, castProgress: weaponCastProgress['primary'] ?? state.castProgress,
weaponCastProgress,
equipmentSpellStates: updatedEquipmentSpellStates, equipmentSpellStates: updatedEquipmentSpellStates,
activeGolems, activeGolems,
meleeSwordProgress: updatedMeleeSwordProgress, meleeSwordProgress: updatedMeleeSwordProgress,
+17 -3
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@@ -23,11 +23,12 @@ export function lowestHPEnemy(enemies: EnemyState[]): EnemyState | null {
* Apply damage to enemies in the current room. * Apply damage to enemies in the current room.
* *
* Spec §3.2: * Spec §3.2:
* - AoE spells: each enemy takes full damage * - AoE spells: damage is distributed across up to aoeTargets enemies
* - Single-target: target the enemy with lowest HP (focus-fire) * - Single-target: target the enemy with lowest HP (focus-fire)
* - Recalculates floorHP as sum of all enemy HP * - Recalculates floorHP as sum of all enemy HP
* - Triggers onRoomCleared when all enemies reach 0 HP * - Triggers onRoomCleared when all enemies reach 0 HP
* *
* @param aoeTargets — max number of enemies hit by AoE (spec §3.2, D-38 fix)
* @returns { floorHP, floorMaxHP, roomCleared } * @returns { floorHP, floorMaxHP, roomCleared }
*/ */
export function applyDamageToRoom( export function applyDamageToRoom(
@@ -35,6 +36,7 @@ export function applyDamageToRoom(
set: (state: Partial<CombatState>) => void, set: (state: Partial<CombatState>) => void,
dmg: number, dmg: number,
isAoe: boolean, isAoe: boolean,
aoeTargets?: number,
): { floorHP: number; floorMaxHP: number; roomCleared: boolean } { ): { floorHP: number; floorMaxHP: number; roomCleared: boolean } {
const state = get(); const state = get();
const room = state.currentRoom; const room = state.currentRoom;
@@ -48,11 +50,23 @@ export function applyDamageToRoom(
// For single-target, find the lowest HP enemy once (focus-fire) // For single-target, find the lowest HP enemy once (focus-fire)
const singleTarget = isAoe ? null : lowestHPEnemy(room.enemies); const singleTarget = isAoe ? null : lowestHPEnemy(room.enemies);
// For AoE, select up to aoeTargets living enemies (focus-fire: lowest HP first)
let aoeTargetSet: Set<string> | null = null;
if (isAoe && aoeTargets && aoeTargets > 0) {
const livingEnemies = room.enemies
.filter(e => e.hp > 0)
.sort((a, b) => a.hp - b.hp);
const targets = livingEnemies.slice(0, aoeTargets);
aoeTargetSet = new Set(targets.map(e => e.id));
}
const updatedEnemies = room.enemies.map((enemy) => { const updatedEnemies = room.enemies.map((enemy) => {
if (enemy.hp <= 0) return enemy; if (enemy.hp <= 0) return enemy;
if (isAoe) { if (isAoe) {
// AoE: each enemy takes full damage // AoE: distribute damage across up to aoeTargets enemies (spec §3.2, D-38 fix)
return { ...enemy, hp: Math.max(0, enemy.hp - dmg) }; if (aoeTargetSet && !aoeTargetSet.has(enemy.id)) return enemy;
const dmgPerEnemy = aoeTargetSet ? dmg / aoeTargetSet.size : dmg;
return { ...enemy, hp: Math.max(0, enemy.hp - dmgPerEnemy) };
} }
// Single-target: only damage the lowest HP enemy // Single-target: only damage the lowest HP enemy
if (singleTarget && enemy.id === singleTarget.id) { if (singleTarget && enemy.id === singleTarget.id) {
@@ -72,6 +72,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
floorHP: newFloorHP, floorHP: newFloorHP,
floorMaxHP: newFloorHP, floorMaxHP: newFloorHP,
castProgress: 0, castProgress: 0,
weaponCastProgress: {},
}); });
get().addActivityLog('floor_transition', `Descended to Floor ${newFloor}`); get().addActivityLog('floor_transition', `Descended to Floor ${newFloor}`);
} else { } else {
@@ -84,6 +85,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
floorHP: newFloorHP, floorHP: newFloorHP,
floorMaxHP: newFloorHP, floorMaxHP: newFloorHP,
castProgress: 0, castProgress: 0,
weaponCastProgress: {},
}); });
} }
@@ -110,6 +112,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
floorHP: newFloorHP, floorHP: newFloorHP,
floorMaxHP: newFloorHP, floorMaxHP: newFloorHP,
castProgress: 0, castProgress: 0,
weaponCastProgress: {},
}); });
get().addActivityLog('floor_transition', `Ascending to Floor ${newFloor}`); get().addActivityLog('floor_transition', `Ascending to Floor ${newFloor}`);
} else { } else {
@@ -122,6 +125,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
floorHP: newFloorHP, floorHP: newFloorHP,
floorMaxHP: newFloorHP, floorMaxHP: newFloorHP,
castProgress: 0, castProgress: 0,
weaponCastProgress: {},
}); });
} }
@@ -216,7 +220,7 @@ export function onEnterRoomDescend(get: GetFn, set: SetFn): void {
if (didReset) { if (didReset) {
const newRoom = generateSpireFloorState(s.currentFloor, s.currentRoomIndex, s.roomsPerFloor, s.runId); 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', get().addActivityLog('floor_transition',
`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1} has reset — enemies respawned`); `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), floorMaxHP: calcRoomHP(freshRoom),
currentRoom: freshRoom, currentRoom: freshRoom,
castProgress: 0, castProgress: 0,
weaponCastProgress: {},
climbDirection: 'up', climbDirection: 'up',
isDescending: false, isDescending: false,
clearedFloors: {}, clearedFloors: {},
+5 -1
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@@ -61,6 +61,10 @@ export interface CombatState {
// Equipment spell states for multi-casting // Equipment spell states for multi-casting
equipmentSpellStates: EquipmentSpellState[]; equipmentSpellStates: EquipmentSpellState[];
// Per-weapon cast progress records (spec §3.1, D-01 fix)
// Key: 'primary' for active spell, or instanceId for equipment spells
weaponCastProgress: Record<string, number>;
// Combat special effect tracking // Combat special effect tracking
comboHitCount: number; comboHitCount: number;
floorHitCount: number; floorHitCount: number;
@@ -158,7 +162,7 @@ export interface CombatActions {
maxMana: number, maxMana: number,
attackSpeedMult: number, attackSpeedMult: number,
onFloorCleared: (floor: number, wasGuardian: boolean) => void, onFloorCleared: (floor: number, wasGuardian: boolean) => void,
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> }, onDamageDealt: (damage: number, skipSpecials?: boolean) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
signedPacts: number[], signedPacts: number[],
golemancyState: { activeGolems: RuntimeActiveGolem[] }, golemancyState: { activeGolems: RuntimeActiveGolem[] },
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean }, golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
+6 -1
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@@ -67,6 +67,9 @@ export const useCombatStore = create<CombatStore>()(
// Equipment spell states // Equipment spell states
equipmentSpellStates: [], equipmentSpellStates: [],
// Per-weapon cast progress records (spec §3.1, D-01 fix)
weaponCastProgress: {},
// Combat tracking // Combat tracking
comboHitCount: 0, comboHitCount: 0,
floorHitCount: 0, floorHitCount: 0,
@@ -178,6 +181,7 @@ export const useCombatStore = create<CombatStore>()(
floorMaxHP: getFloorMaxHP(newFloor), floorMaxHP: getFloorMaxHP(newFloor),
floorHP: getFloorMaxHP(newFloor), floorHP: getFloorMaxHP(newFloor),
castProgress: 0, castProgress: 0,
weaponCastProgress: {},
}; };
}); });
}, },
@@ -290,7 +294,7 @@ export const useCombatStore = create<CombatStore>()(
maxMana: number, maxMana: number,
attackSpeedMult: number, attackSpeedMult: number,
onFloorCleared: (floor: number, wasGuardian: boolean) => void, onFloorCleared: (floor: number, wasGuardian: boolean) => void,
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> }, onDamageDealt: (damage: number, skipSpecials?: boolean) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
signedPacts: number[], signedPacts: number[],
golemancyState: { activeGolems: RuntimeActiveGolem[] }, golemancyState: { activeGolems: RuntimeActiveGolem[] },
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean }, golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
@@ -355,6 +359,7 @@ export const useCombatStore = create<CombatStore>()(
clearedFloors: state.clearedFloors, clearedFloors: state.clearedFloors,
golemancy: state.golemancy, golemancy: state.golemancy,
equipmentSpellStates: state.equipmentSpellStates, equipmentSpellStates: state.equipmentSpellStates,
weaponCastProgress: state.weaponCastProgress,
comboHitCount: state.comboHitCount, comboHitCount: state.comboHitCount,
floorHitCount: state.floorHitCount, floorHitCount: state.floorHitCount,
activityLog: state.activityLog, activityLog: state.activityLog,
+7 -4
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@@ -86,8 +86,8 @@ export function processDoTPhase(
} }
let enemyHp = enemy.hp; let enemyHp = enemy.hp;
let enemyArmor = enemy.effectiveArmor;
const remainingEffects: ActiveEffect[] = []; const remainingEffects: ActiveEffect[] = [];
let totalCorrodeMagnitude = 0;
for (const effect of enemy.activeEffects) { for (const effect of enemy.activeEffects) {
if (DOT_EFFECT_TYPES.has(effect.type)) { if (DOT_EFFECT_TYPES.has(effect.type)) {
@@ -110,8 +110,8 @@ export function processDoTPhase(
// Curse: amplifies incoming damage (tracked on enemy, applied next tick) // Curse: amplifies incoming damage (tracked on enemy, applied next tick)
// No immediate HP effect — curse multiplier is stored on the enemy // No immediate HP effect — curse multiplier is stored on the enemy
} else if (effect.type === 'armor_corrode') { } else if (effect.type === 'armor_corrode') {
// Armor corrode: reduce effective armor // Armor corrode: accumulate magnitude for temporary reduction (spec §6.3, D-31 fix)
enemyArmor = Math.max(0, enemyArmor - effect.magnitude); totalCorrodeMagnitude += effect.magnitude;
} }
// freeze, slow, blind: soft CC — no HP effect, just tracked // freeze, slow, blind: soft CC — no HP effect, just tracked
@@ -122,10 +122,13 @@ export function processDoTPhase(
} }
} }
// Compute effectiveArmor from base armor minus active corrode effects (temporary)
const effectiveArmor = Math.max(0, enemy.armor - totalCorrodeMagnitude);
updatedEnemies.push({ updatedEnemies.push({
...enemy, ...enemy,
hp: enemyHp, hp: enemyHp,
effectiveArmor: enemyArmor, effectiveArmor,
activeEffects: remainingEffects, activeEffects: remainingEffects,
}); });
} }
+3 -1
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@@ -247,6 +247,8 @@ export const useGameStore = create<GameCoordinatorStore>()(
// Combat // Combat
if (ctx.combat.currentAction === 'climb') { if (ctx.combat.currentAction === 'climb') {
const combatCbs = buildCombatCallbacks({ ctx, effects, maxMana, addLog, useCombatStore, usePrestigeStore }); const combatCbs = buildCombatCallbacks({ ctx, effects, maxMana, addLog, useCombatStore, usePrestigeStore });
// Guardian regen once per tick (not per-damage-event, spec §5.3, D-25 fix)
combatCbs.applyGuardianRegen();
const roomEnemies = ctx.combat.currentRoom?.enemies ?? []; const roomEnemies = ctx.combat.currentRoom?.enemies ?? [];
const primaryEnemy = roomEnemies[0] ?? null; const primaryEnemy = roomEnemies[0] ?? null;
const activeEnemy = combatCbs.applyMageBarrierRecharge(primaryEnemy) ?? primaryEnemy; const activeEnemy = combatCbs.applyMageBarrierRecharge(primaryEnemy) ?? primaryEnemy;
@@ -272,7 +274,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
rawMana = cr.rawMana; elements = cr.elements; rawMana = cr.rawMana; elements = cr.elements;
totalManaGathered += cr.totalManaGathered || 0; totalManaGathered += cr.totalManaGathered || 0;
if (cr.logMessages) cr.logMessages.forEach(msg => addLog(msg)); if (cr.logMessages) cr.logMessages.forEach(msg => addLog(msg));
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 }; 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>;
} }
// Non-combat room tick (library, recovery, treasure, puzzle) // Non-combat room tick (library, recovery, treasure, puzzle)
+3 -3
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@@ -244,7 +244,7 @@ export function processGolemManaRegen(
export function processGolemAttacks( export function processGolemAttacks(
activeGolems: RuntimeActiveGolem[], activeGolems: RuntimeActiveGolem[],
golemDesigns: Record<string, SerializedDesign>, golemDesigns: Record<string, SerializedDesign>,
onDamageDealt: (damage: number) => { onDamageDealt: (damage: number, skipSpecials?: boolean) => {
rawMana: number; rawMana: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>; elements: Record<string, { current: number; max: number; unlocked: boolean }>;
modifiedDamage?: number; modifiedDamage?: number;
@@ -295,7 +295,7 @@ export function processGolemAttacks(
updatedGolem.currentMana -= spellManaCost; updatedGolem.currentMana -= spellManaCost;
updatedGolem.spellCastIndex = (updatedGolem.spellCastIndex + 1) % design.selectedSpells.length; updatedGolem.spellCastIndex = (updatedGolem.spellCastIndex + 1) % design.selectedSpells.length;
const dmgResult = onDamageDealt(spellDmg); const dmgResult = onDamageDealt(spellDmg, true);
const finalDamage = dmgResult.modifiedDamage || spellDmg; const finalDamage = dmgResult.modifiedDamage || spellDmg;
if (Number.isFinite(finalDamage)) { if (Number.isFinite(finalDamage)) {
@@ -326,7 +326,7 @@ export function processGolemAttacks(
onApplyEnchantmentEffects(targetEnemy.id, enchantmentEffects); onApplyEnchantmentEffects(targetEnemy.id, enchantmentEffects);
} }
const dmgResult = onDamageDealt(dmg); const dmgResult = onDamageDealt(dmg, true);
const finalDamage = dmgResult.modifiedDamage || dmg; const finalDamage = dmgResult.modifiedDamage || dmg;
if (Number.isFinite(finalDamage)) { if (Number.isFinite(finalDamage)) {
+74 -13
View File
@@ -89,7 +89,14 @@ export function applyEnemyDefenses(
return 0; return 0;
} }
// 2. Barrier absorption (percentage, spec §5.2) — skipped if bypassBarrier // 2a. Shield pool absorption (flat HP one-time pool, spec §5.1) — skipped if bypassBarrier
if (!bypassBarrier && enemy.shieldPool && enemy.shieldPool > 0) {
const absorb = Math.min(enemy.shieldPool, dmg);
enemy.shieldPool -= absorb;
dmg -= absorb;
}
// 2b. Barrier absorption (percentage, spec §5.2) — skipped if bypassBarrier
if (!bypassBarrier && enemy.barrier && enemy.barrier > 0) { if (!bypassBarrier && enemy.barrier && enemy.barrier > 0) {
dmg *= (1 - enemy.barrier); dmg *= (1 - enemy.barrier);
} }
@@ -135,6 +142,7 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
/** Mage barrier recharge rate (spec §5.2): 5% per tick */ /** Mage barrier recharge rate (spec §5.2): 5% per tick */
const MAGE_BARRIER_RECHARGE_RATE = 0.05; const MAGE_BARRIER_RECHARGE_RATE = 0.05;
const MAGE_BARRIER_MAX = 0.4; // maxBarrier from MODIFIER_CONFIG.mage
/** /**
* Apply mage barrier recharge (spec §5.2). * Apply mage barrier recharge (spec §5.2).
@@ -160,45 +168,63 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
defCtx: EnemyDefenseCtx, defCtx: EnemyDefenseCtx,
addLog: (msg: string) => void, addLog: (msg: string) => void,
) => { ) => {
return (damage: number) => { return (damage: number, skipSpecials?: boolean) => {
const rawMana = rawManaRef(); const rawMana = rawManaRef();
const elements = elementsRef(); const elements = elementsRef();
let dmg = damage; let dmg = damage;
// Discipline specials (Executioner, Berserker) — before enemy defenses // Discipline specials (Executioner, Berserker) — before enemy defenses
if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && ctx.combat.floorHP / ctx.combat.floorMaxHP < 0.25) { // 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; dmg *= 2;
} }
if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) { if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
dmg *= 1.5; dmg *= 1.5;
} }
}
// Apply regular enemy defenses for ALL enemies (spec §5.2) // Apply regular enemy defenses for ALL enemies (spec §5.2)
dmg = defApply(dmg, defCtx.enemy, defCtx.roomType, addLog); 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); const guardian = getGuardianForFloor(ctx.combat.currentFloor);
if (guardian && (guardian.shield || guardian.barrier || guardian.healthRegen)) { if (guardian) {
let shield = ctx.combat.guardianShield; let shield = ctx.combat.guardianShield;
const shieldMax = ctx.combat.guardianShieldMax; const shieldMax = ctx.combat.guardianShieldMax;
let barrier = ctx.combat.guardianBarrier; let barrier = ctx.combat.guardianBarrier;
const barrierMax = ctx.combat.guardianBarrierMax; const barrierMax = ctx.combat.guardianBarrierMax;
if (guardian.shieldRegen && shield < shieldMax) { // Shield absorption (flat pool, per-hit)
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);
}
if (shield > 0 && dmg > 0) { if (shield > 0 && dmg > 0) {
const absorb = Math.min(shield, dmg); const absorb = Math.min(shield, dmg);
shield -= absorb; shield -= absorb;
dmg -= absorb; dmg -= absorb;
} }
// Barrier reduction (percentage, per-hit)
if (barrier > 0 && dmg > 0) { if (barrier > 0 && dmg > 0) {
dmg *= (1 - barrier); 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) { if (guardian.healthRegen && guardian.healthRegen > 0) {
const healAmount = guardian.healthRegenIsPercent const healAmount = guardian.healthRegenIsPercent
? Math.floor(ctx.combat.floorMaxHP * guardian.healthRegen / 100 * HOURS_PER_TICK) ? 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 };
} }
+2 -1
View File
@@ -64,7 +64,8 @@ export interface EnemyState {
maxHP: number; maxHP: number;
armor: number; // Damage reduction (0-1) armor: number; // Damage reduction (0-1)
dodgeChance: number; // For speed rooms (0-1) dodgeChance: number; // For speed rooms (0-1)
barrier?: number; // Shield that absorbs damage before HP (0-1 as percentage of max HP) barrier?: number; // Percentage damage reduction (0-1), e.g. from mage modifier
shieldPool?: number; // Flat HP one-time shield pool (spec §5.1), e.g. from shield modifier
element: string; element: string;
activeEffects: ActiveEffect[]; // DoT/debuff effects currently on this enemy activeEffects: ActiveEffect[]; // DoT/debuff effects currently on this enemy
effectiveArmor: number; // Armor after corrode effects (0-1) effectiveArmor: number; // Armor after corrode effects (0-1)
+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)
// Elemental damage bonus: +50% if spell element opposes floor element (super effective)
// -25% if spell element matches its own opposite (weak) // -25% if spell element matches its own opposite (weak)
export function getElementalBonus(spellElem: string, floorElem: string): number { export function getElementalBonus(spellElem: string, floorElem: string): number {
if (spellElem === 'raw') return 1.0; // Raw mana has no elemental bonus if (spellElem === 'raw') return 1.0; // Raw mana has no elemental bonus
if (spellElem === floorElem) return 1.25; // Same element: +25% damage if (spellElem === floorElem) return 1.25; // Same element: +25% damage
// Check for super effective first: spell is the opposite of floor // Check for super effective: spellElem is in floorElem's opposites list
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective: +50% damage 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 // Check for weak: floorElem is in spellElem's opposites list
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak: -25% damage const spellOpposites = ELEMENT_OPPOSITES[spellElem];
if (spellOpposites && spellOpposites.includes(floorElem)) return 0.75; // Weak: -25% damage
return 1.0; // Neutral 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 barrierRechargeRate: 0.05, // Recharges 5% of max HP per tick
}, },
shield: { 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: { armored: {
armorPerFloor: 0.003, armorPerFloor: 0.003,
@@ -37,8 +37,8 @@ const MODIFIER_CONFIG = {
armorPerFloor: 0.002, armorPerFloor: 0.002,
}, },
agile: { agile: {
baseDodge: 0.20, baseDodge: 0,
dodgePerFloor: 0.004, dodgePerFloor: 0.003,
maxDodge: 0.55, maxDodge: 0.55,
}, },
}; };
@@ -126,10 +126,11 @@ export function generateEnemy(floor: number, modifiers?: EnemyModifier[]): Gener
} }
if (activeModifiers.includes('shield')) { if (activeModifiers.includes('shield')) {
barrier = Math.max(barrier, MODIFIER_CONFIG.shield.shieldAmount);
name = `${name} (Shielded)`; name = `${name} (Shielded)`;
} }
const shieldPool = activeModifiers.includes('shield') ? hp * MODIFIER_CONFIG.shield.shieldAmount : 0;
return { return {
id: 'enemy', id: 'enemy',
name, name,
@@ -138,7 +139,10 @@ export function generateEnemy(floor: number, modifiers?: EnemyModifier[]): Gener
armor, armor,
dodgeChance, dodgeChance,
barrier, barrier,
shieldPool,
element, element,
activeEffects: [],
effectiveArmor: armor,
modifiers: activeModifiers, modifiers: activeModifiers,
}; };
} }
@@ -172,6 +176,8 @@ export function generateSwarm(floor: number, modifiers?: EnemyModifier[]): Gener
: 0, : 0,
barrier: 0, barrier: 0,
element, element,
activeEffects: [],
effectiveArmor: armor,
modifiers: activeModifiers, modifiers: activeModifiers,
}); });
} }