feat: implement spire descent system with room-aware navigation
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s

Implements the spec-driven spire multi-room climbing and descent system:
- Room navigation: currentRoomIndex, roomsPerFloor, startFloor, exitFloor
- Descent tracking: descentPeak, roomResetState, clearedRooms, isDescentComplete
- enterDescentMode: snapshots peak, sets climbDirection='down'
- advanceRoomOrFloor: room-by-room ascending/descending with floor transitions
- onEnterRoomDescend: per-room 50% reset check with auto-skip
- onEnterLibraryRoom: discipline XP scaled by floor
- Seeded PRNG for deterministic room counts and types
- UI: Descend button during ascent, Exit Spire only when isDescentComplete
- UI: Room X/Y display, room type badge, in-game time in RoomDisplay
- Extracted descent actions to combat-descent-actions.ts (file size limit)
- Updated tests for room-aware combat behavior

Spec: docs/specs/spire-climbing-spec.md §4.1-§4.9, §6
This commit is contained in:
2026-06-03 12:40:42 +02:00
parent feae6b468d
commit 1b4e5cf5ac
13 changed files with 638 additions and 126 deletions
@@ -0,0 +1,248 @@
// ─── Combat Descent Actions ────────────────────────────────────────────────────
// Extracted from combatStore.ts to keep the store under the 400-line limit.
// Implements the spec-driven descent system (climbing spec §4.4–§4.9).
import type { CombatState, CombatStore } from './combat-state.types';
import { generateSpireFloorState, getRoomsForFloor } from '../utils/spire-utils';
import { getGuardianForFloor } from '../data/guardian-encounters';
import { usePrestigeStore } from './prestigeStore';
import { useDisciplineStore } from './discipline-slice';
import type { FloorState } from '../types';
type GetFn = () => CombatStore;
type SetFn = (state: Partial<CombatState>) => void;
/** Helper: compute total enemy HP from a room */
function calcRoomHP(room: { enemies?: Array<{ hp: number }> }): number {
if (!room.enemies || room.enemies.length === 0) return 0;
return room.enemies.reduce((sum, e) => sum + e.hp, 0);
}
// ─── enterDescentMode (climbing spec §4.5) ────────────────────────────────────
export function enterDescentMode(get: GetFn, set: SetFn): void {
const s = get();
set({
climbDirection: 'down',
descentPeak: { floor: s.currentFloor, roomIndex: s.currentRoomIndex },
isDescentComplete: false,
});
get().addActivityLog('floor_transition',
`Beginning descent from Floor ${s.currentFloor}, Room ${s.currentRoomIndex + 1}`);
// Start descending from the current room
onEnterRoomDescend(get, set);
}
// ─── advanceRoomOrFloor (climbing spec §4.4, §4.6) ────────────────────────────
export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
const s = get();
if (s.climbDirection === 'down') {
// ── Descending (spec §4.6) ────────────────────────────────────────────
get().addActivityLog('floor_transition', `Room ${s.currentRoomIndex + 1} passed`);
if (s.currentFloor <= s.exitFloor && s.currentRoomIndex <= 0) {
set({ isDescentComplete: true });
get().addActivityLog('floor_transition',
'Descent complete — Exit Spire is now available');
return;
}
if (s.currentRoomIndex <= 0) {
const newFloor = s.currentFloor - 1;
const newRoomsPerFloor = getRoomsForFloor(newFloor, newFloor * 12345);
const newRoomIndex = newRoomsPerFloor - 1;
const newRoom = generateSpireFloorState(newFloor, newRoomIndex, newRoomsPerFloor);
const newFloorHP = calcRoomHP(newRoom);
set({
currentFloor: newFloor,
currentRoomIndex: newRoomIndex,
roomsPerFloor: newRoomsPerFloor,
currentRoom: newRoom,
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
});
get().addActivityLog('floor_transition', `Descended to Floor ${newFloor}`);
} else {
const newRoomIndex = s.currentRoomIndex - 1;
const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor);
const newFloorHP = calcRoomHP(newRoom);
set({
currentRoomIndex: newRoomIndex,
currentRoom: newRoom,
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
});
}
onEnterRoomDescend(get, set);
} else {
// ── Ascending (spec §4.4) ─────────────────────────────────────────────
const roomKey = `${s.currentFloor}:${s.currentRoomIndex}`;
set((prev) => ({
clearedRooms: { ...prev.clearedRooms, [roomKey]: true },
}));
get().addActivityLog('floor_transition',
`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1}/${s.roomsPerFloor} cleared`);
if (s.currentRoomIndex + 1 >= s.roomsPerFloor) {
const newFloor = Math.min(s.currentFloor + 1, 100);
const newRoomsPerFloor = getRoomsForFloor(newFloor, newFloor * 12345);
const newRoom = generateSpireFloorState(newFloor, 0, newRoomsPerFloor);
const newFloorHP = calcRoomHP(newRoom);
set({
currentFloor: newFloor,
currentRoomIndex: 0,
roomsPerFloor: newRoomsPerFloor,
currentRoom: newRoom,
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
});
get().addActivityLog('floor_transition', `Ascending to Floor ${newFloor}`);
} else {
const newRoomIndex = s.currentRoomIndex + 1;
const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor);
const newFloorHP = calcRoomHP(newRoom);
set({
currentRoomIndex: newRoomIndex,
currentRoom: newRoom,
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
});
}
// Handle non-combat rooms on ascent
const room = get().currentRoom;
if (room.roomType === 'library') {
onEnterLibraryRoom(get, set);
} else if (room.roomType === 'recovery' || room.roomType === 'treasure' || room.roomType === 'puzzle') {
advanceRoomOrFloor(get, set);
}
}
}
// ─── onEnterRoomDescend (climbing spec §4.7) ──────────────────────────────────
export function onEnterRoomDescend(get: GetFn, set: SetFn): void {
const s = get();
const key = `${s.currentFloor}:${s.currentRoomIndex}`;
if (s.roomResetState[key] === undefined) {
set((prev) => ({
roomResetState: { ...prev.roomResetState, [key]: Math.random() < 0.5 },
}));
}
const wasCleared = s.clearedRooms[key] === true;
if (!wasCleared) {
get().addActivityLog('floor_transition',
`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1} was not cleared — enemies present`);
return;
}
const didReset = get().roomResetState[key];
if (didReset) {
const newRoom = generateSpireFloorState(s.currentFloor, s.currentRoomIndex, s.roomsPerFloor);
set({ currentRoom: newRoom, castProgress: 0 });
get().addActivityLog('floor_transition',
`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1} has reset — enemies respawned`);
if (newRoom.roomType === 'guardian') {
const guardian = getGuardianForFloor(s.currentFloor);
if (guardian) {
set({
guardianShield: guardian.shield ?? 0,
guardianShieldMax: guardian.shield ?? 0,
guardianBarrier: guardian.barrier ?? 0,
guardianBarrierMax: guardian.barrier ?? 0,
});
}
}
} else {
get().addActivityLog('floor_transition',
`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1} is clear — moving on`);
advanceRoomOrFloor(get, set);
}
}
// ─── onEnterLibraryRoom (climbing spec §4.8) ──────────────────────────────────
export function onEnterLibraryRoom(get: GetFn, set: SetFn): void {
const s = get();
const BASE_LIBRARY_XP = 50;
const xpGrant = Math.floor(BASE_LIBRARY_XP * (1 + s.currentFloor / 10));
const disciplineStore = useDisciplineStore.getState();
const activeIds = disciplineStore.activeIds || [];
const allDisciplines = disciplineStore.disciplines;
const activeEntries = activeIds
.map((id: string) => [id, allDisciplines[id]] as const)
.filter(([, ds]) => ds != null);
const targetPool = activeEntries.length > 0
? activeEntries
: Object.entries(allDisciplines);
if (targetPool.length > 0) {
const [targetId, targetDs] = targetPool[Math.floor(Math.random() * targetPool.length)];
useDisciplineStore.setState((prev) => ({
disciplines: {
...prev.disciplines,
[targetId]: { ...targetDs, xp: (targetDs?.xp || 0) + xpGrant },
},
totalXP: prev.totalXP + xpGrant,
}));
const discName = targetDs?.id || targetId;
get().addActivityLog('special_effect',
`${discName} gained ${xpGrant} XP from ancient tome`);
}
get().addActivityLog('floor_transition',
`Entered library room on Floor ${s.currentFloor}`);
advanceRoomOrFloor(get, set);
}
// ─── enterSpireMode (climbing spec §4.1) ──────────────────────────────────────
export function createEnterSpireMode(get: GetFn, set: SetFn, generateFloorState: (floor: number) => FloorState) {
return () => {
const prestigeStore = usePrestigeStore.getState();
const spireKey = prestigeStore.prestigeUpgrades.spireKey || 0;
const startFloor = 1 + (spireKey * 2);
const seed = startFloor * 12345;
const rooms = getRoomsForFloor(startFloor, seed);
const freshRoom = generateSpireFloorState(startFloor, 0, rooms);
set({
spireMode: true,
currentAction: 'climb',
currentFloor: startFloor,
startFloor,
exitFloor: startFloor,
currentRoomIndex: 0,
roomsPerFloor: rooms,
floorHP: calcRoomHP(freshRoom),
floorMaxHP: calcRoomHP(freshRoom),
currentRoom: freshRoom,
castProgress: 0,
climbDirection: 'up',
isDescending: false,
clearedFloors: {},
clearedRooms: {},
roomResetState: {},
descentPeak: null,
isDescentComplete: false,
});
get().addActivityLog('floor_transition',
`Entered the Spire at Floor ${startFloor}`);
};
}