fix: golem combat runtime - elemental matchup, enchantment effects, spell damage/cost, armor pierce (issue #313)
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This commit is contained in:
2026-06-08 10:12:18 +02:00
parent 0e1e506213
commit 1e99a57496
8 changed files with 691 additions and 73 deletions
+1 -1
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@@ -1,4 +1,4 @@
# Circular Dependencies
Generated: 2026-06-07T21:06:17.789Z
Generated: 2026-06-07T21:16:10.397Z
No circular dependencies found. ✅
+2 -1
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@@ -1,6 +1,6 @@
{
"_meta": {
"generated": "2026-06-07T21:06:15.829Z",
"generated": "2026-06-07T21:16:08.368Z",
"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."
},
@@ -203,6 +203,7 @@
],
"crafting-fabricator.ts": [
"data/fabricator-recipes.ts",
"effects/discipline-effects.ts",
"stores/manaStore.ts",
"types.ts"
],
+3
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@@ -385,7 +385,10 @@ Mana-Loop/
│ │ │ │ ├── gameLoopActions.ts
│ │ │ │ ├── gameStore.ts
│ │ │ │ ├── gameStore.types.ts
│ │ │ │ ├── golem-combat-actions.test.ts
│ │ │ │ ├── golem-combat-actions.ts
│ │ │ │ ├── golem-combat-helpers.test.ts
│ │ │ │ ├── golem-combat-helpers.ts
│ │ │ │ ├── golemancy-actions.ts
│ │ │ │ ├── golemancy-combat.test.ts
│ │ │ │ ├── index.ts
+5 -2
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@@ -12,9 +12,9 @@ import { getFloorMaxHP, getFloorElement, getMultiElementBonus, calcDamage, calcM
import { computeDisciplineEffects } from '../effects/discipline-effects';
import {
processGolemMaintenance,
processGolemAttacks,
processGolemManaRegen,
} from './golem-combat-actions';
import { processGolemAttacksFromStore } from './golem-combat-helpers';
import { applyDamageToRoom } from './combat-damage';
// ─── Result Type ───────────────────────────────────────────────────────────────
@@ -306,11 +306,14 @@ export function processCombatTick(
// ─── Golem attacks (spec §11) ───────────────────────────────────────────
if (activeGolems.length > 0 && floorHP > 0) {
const golemResult = processGolemAttacks(
const golemResult = processGolemAttacksFromStore(
activeGolems,
golemDesigns,
onDamageDealt,
golemApplyDamageToRoom,
getFloorElement(currentFloor),
get,
set,
);
rawMana = golemResult.rawMana;
elements = golemResult.elements;
@@ -0,0 +1,347 @@
// ─── Golem Combat Actions Regression Tests (Issue #313) ────────────────────────
// Tests the 5 fixes applied to processGolemAttacks:
// 1. Spell damage uses actual SPELLS_DEF[spellId].dmg * frame.magicAffinity
// 2. Spell mana cost uses actual SPELLS_DEF[spellId].cost.amount
// 3. Elemental matchup applied to basic attacks
// 4. Enchantment effects applied to basic attacks
// 5. Armor pierce bypasses armor fraction instead of multiplying damage
import { describe, it, expect } from 'vitest';
import {
CORES, FRAMES, MIND_CIRCUITS, GOLEM_ENCHANTMENTS,
} from '@/lib/game/data/golems';
import { SPELLS_DEF } from '@/lib/game/constants';
import type { GolemDesign, SerializedDesign } from '@/lib/game/data/golems/types';
import type { EnemyState, RuntimeActiveGolem } from '@/lib/game/types';
import { processGolemAttacks } from './golem-combat-actions';
import { computeBasicAttackDamage } from './golem-combat-helpers';
// ─── Helpers ──────────────────────────────────────────────────────────────────
function makeDesign(
coreId: string,
frameId: string,
circuitId: string,
enchantIds: string[] = [],
selectedSpells: string[] = [],
): GolemDesign {
return {
id: `test_${coreId}_${frameId}_${circuitId}`,
name: `Test ${coreId} ${frameId}`,
core: CORES[coreId],
frame: FRAMES[frameId],
mindCircuit: MIND_CIRCUITS[circuitId],
enchantments: enchantIds.map(id => GOLEM_ENCHANTMENTS[id]).filter(Boolean),
selectedManaTypes: [],
selectedSpells,
};
}
function makeSerialized(design: GolemDesign): SerializedDesign {
return {
id: design.id,
name: design.name,
coreId: design.core.id,
frameId: design.frame.id,
mindCircuitId: design.mindCircuit.id,
enchantmentIds: design.enchantments.map(e => e.id),
selectedManaTypes: design.selectedManaTypes,
selectedSpells: design.selectedSpells,
};
}
function makeActiveGolem(design: GolemDesign, currentMana?: number, attackProgress = 0): RuntimeActiveGolem {
return {
designId: design.id,
summonedFloor: 1,
attackProgress,
roomsRemaining: 3,
currentMana: currentMana ?? design.core.manaCapacity,
spellCastIndex: 0,
};
}
function makeEnemy(overrides: Partial<EnemyState> = {}): EnemyState {
return {
id: 'enemy-1',
name: 'Test Enemy',
hp: 100,
maxHP: 100,
armor: 0.2,
dodgeChance: 0,
element: 'fire',
activeEffects: [],
effectiveArmor: 0.2,
...overrides,
};
}
// Helper: run processGolemAttacks with attackProgress pre-set to trigger attacks
function runGolemAttacks(
golem: RuntimeActiveGolem,
serialized: SerializedDesign,
design: GolemDesign,
enemy: EnemyState,
enemyElement: string,
onDamage?: (dmg: number) => { rawMana: number; elements: Record<string, never> },
) {
let capturedDamage = 0;
const result = processGolemAttacks(
[golem],
{ [design.id]: serialized },
onDamage ?? ((dmg) => { capturedDamage = dmg; return { rawMana: 0, elements: {} }; }),
() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
enemyElement,
() => enemy,
() => {},
);
return { result, capturedDamage };
}
// ─── Fix #1 & #2: Spell damage and mana cost ─────────────────────────────────
describe('processGolemAttacks - spell damage and mana cost (fixes #1, #2)', () => {
it('uses actual spell damage (SPELLS_DEF.dmg * magicAffinity) not hardcoded 20', () => {
const design = makeDesign('basic', 'earth', 'intermediate', [], ['fireball']);
const serialized = makeSerialized(design);
const spellDef = SPELLS_DEF['fireball'];
const frame = FRAMES['earth'];
const golem = makeActiveGolem(design, 100, 1.0);
const enemy = makeEnemy();
const expectedSpellDmg = spellDef.dmg * frame.magicAffinity; // 15 * 0.3 = 4.5
const { capturedDamage } = runGolemAttacks(golem, serialized, design, enemy, 'fire');
expect(capturedDamage).toBe(expectedSpellDmg);
expect(capturedDamage).not.toBe(20 * frame.magicAffinity); // Old buggy value would be 6
});
it('uses actual spell mana cost not hardcoded 10', () => {
const design = makeDesign('basic', 'earth', 'intermediate', [], ['fireball']);
const serialized = makeSerialized(design);
const spellDef = SPELLS_DEF['fireball'];
const golem = makeActiveGolem(design, spellDef.cost.amount, 1.0);
const enemy = makeEnemy();
let spellCastCount = 0;
processGolemAttacks(
[golem],
{ [design.id]: serialized },
() => { spellCastCount++; return { rawMana: 0, elements: {} }; },
() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
'fire',
() => enemy,
() => {},
);
expect(spellCastCount).toBeGreaterThan(0);
});
it('falls back to basic attack when golem mana is below actual spell cost', () => {
const design = makeDesign('basic', 'earth', 'intermediate', [], ['fireball']);
const serialized = makeSerialized(design);
const spellDef = SPELLS_DEF['fireball'];
// Give golem less mana than the spell costs (fireball costs 2)
const golem = makeActiveGolem(design, spellDef.cost.amount - 1, 1.0);
// Use 0 armor enemy so basic attack damage is full baseDamage (6)
const enemy = makeEnemy({ armor: 0 });
let damageCount = 0;
processGolemAttacks(
[golem],
{ [design.id]: serialized },
() => { damageCount++; return { rawMana: 0, elements: {} }; },
() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
'fire',
() => enemy,
() => {},
);
// Should fall back to basic attack since mana is insufficient
expect(damageCount).toBeGreaterThan(0);
});
});
// ─── Fix #3: Elemental matchup ───────────────────────────────────────────────
describe('processGolemAttacks - elemental matchup (fix #3)', () => {
it('applies super effective elemental bonus (1.5x) to basic attacks', () => {
// Water is super effective vs fire (ELEMENT_OPPOSITES['fire'] = 'water')
// Use a frame with element that is super effective vs the enemy element
// Fire frame (Steel has element 'metal', Crystal has 'crystal')
// Let's use computeBasicAttackDamage directly with water element vs fire enemy
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: 'water' },
0, 0, 'fire',
);
expect(dmg).toBe(15); // water vs fire = 1.5x
});
it('applies weak elemental bonus (0.75x) when frame element is weak', () => {
// Lightning is weak to earth: ELEMENT_OPPOSITES['lightning'] = 'earth'
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: 'lightning' },
0, 0, 'earth',
);
expect(dmg).toBe(7.5); // 10 * 0.75
});
it('applies same-element bonus (1.25x) when frame element matches enemy', () => {
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: 'fire' },
0, 0, 'fire',
);
expect(dmg).toBe(12.5); // 10 * 1.25
});
it('applies neutral bonus (1.0x) for unrelated elements', () => {
// Death element has no specific matchup with fire = neutral
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: 'death' },
0, 0, 'fire',
);
expect(dmg).toBe(10); // 1.0x neutral
});
it('applies elemental bonus through processGolemAttacks (integration)', () => {
// Crystal frame has element 'crystal'. Test with an enemy element where crystal is neutral.
// Crystal vs fire = neutral (1.0x)
const design = makeDesign('basic', 'crystal', 'simple');
const serialized = makeSerialized(design);
const golem = makeActiveGolem(design, undefined, 1.0);
const enemy = makeEnemy({ element: 'fire', armor: 0 }); // No armor for clean test
const frame = FRAMES['crystal'];
const expectedDmg = frame.baseDamage; // 1.0x neutral, no armor
const { capturedDamage } = runGolemAttacks(golem, serialized, design, enemy, 'fire');
expect(capturedDamage).toBe(expectedDmg);
});
});
// ─── Fix #4: Enchantment effects ─────────────────────────────────────────────
describe('processGolemAttacks - enchantment effects (fix #4)', () => {
it('applies enchantment effects to target enemy on basic attack', () => {
const design = makeDesign('basic', 'earth', 'simple', ['sword_fire']);
const serialized = makeSerialized(design);
const golem = makeActiveGolem(design, undefined, 1.0);
const enemy = makeEnemy();
const appliedEffects: { enemyId: string; effects: { type: string; magnitude: number }[] }[] = [];
processGolemAttacks(
[golem],
{ [design.id]: serialized },
() => ({ rawMana: 0, elements: {} }),
() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
'fire',
() => enemy,
(enemyId, effects) => { appliedEffects.push({ enemyId, effects }); },
);
expect(appliedEffects.length).toBeGreaterThan(0);
expect(appliedEffects[0].effects.some(e => e.type === 'burn')).toBe(true);
});
it('applies multiple enchantment effects when multiple enchantments equipped', () => {
const design = makeDesign('basic', 'earth', 'simple', ['sword_fire', 'sword_frost', 'sword_lightning']);
const serialized = makeSerialized(design);
const golem = makeActiveGolem(design, undefined, 1.0);
const enemy = makeEnemy();
const appliedEffects: { type: string; magnitude: number }[][] = [];
processGolemAttacks(
[golem],
{ [design.id]: serialized },
() => ({ rawMana: 0, elements: {} }),
() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
'fire',
() => enemy,
(_, effects) => { appliedEffects.push(effects); },
);
const allEffectTypes = appliedEffects.flat().map(e => e.type);
expect(allEffectTypes).toContain('burn');
expect(allEffectTypes).toContain('slow');
expect(allEffectTypes).toContain('shock');
});
it('does not apply enchantment effects when no enchantments equipped', () => {
const design = makeDesign('basic', 'earth', 'simple', []);
const serialized = makeSerialized(design);
const golem = makeActiveGolem(design, undefined, 1.0);
const enemy = makeEnemy();
let effectsCalled = false;
processGolemAttacks(
[golem],
{ [design.id]: serialized },
() => ({ rawMana: 0, elements: {} }),
() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
'fire',
() => enemy,
() => { effectsCalled = true; },
);
expect(effectsCalled).toBe(false);
});
});
// ─── Fix #5: Armor pierce ────────────────────────────────────────────────────
describe('processGolemAttacks - armor pierce (fix #5)', () => {
it('does not multiply damage by (1 + armorPierce)', () => {
// Steel frame: baseDamage=18, armorPierce=0.5
// Old buggy formula: 18 * (1 + 0.5) = 27
// Correct: 18 with 50% armor bypass against 40% armor
const design = makeDesign('basic', 'steel', 'simple');
const serialized = makeSerialized(design);
const golem = makeActiveGolem(design, undefined, 1.0);
const enemy = makeEnemy({ armor: 0.4 });
const frame = FRAMES['steel'];
// With 50% armor pierce: effectiveArmor = 0.4 * (1 - 0.5) = 0.2
// dmg = 18 * (1 - 0.2) = 14.4
const expectedDmg = frame.baseDamage * (1 - 0.4 * (1 - frame.armorPierce));
const { capturedDamage } = runGolemAttacks(golem, serialized, design, enemy, 'fire');
// Should NOT be 18 * 1.5 = 27 (old buggy formula)
expect(capturedDamage).not.toBe(frame.baseDamage * (1 + frame.armorPierce));
// Should be the correct armor-bypassed value
expect(capturedDamage).toBe(expectedDmg);
});
it('fully bypasses armor when armorPierce is 1.0', () => {
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 1.0, element: undefined },
0, 0.8, 'fire',
);
expect(dmg).toBe(10); // Full damage, armor fully bypassed
});
it('applies no armor bypass when armorPierce is 0', () => {
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: undefined },
0, 0.5, 'fire',
);
// 50% armor, no pierce: 10 * (1 - 0.5) = 5
expect(dmg).toBe(5);
});
it('stacks enchantment armorPierce with frame armorPierce', () => {
const framePierce = 0.5;
const enchantPierce = 0.15;
const totalPierce = Math.min(1, framePierce + enchantPierce);
const dmg = computeBasicAttackDamage(
{ baseDamage: 20, armorPierce: framePierce, element: undefined },
enchantPierce, 0.4, 'fire',
);
const expected = 20 * (1 - 0.4 * (1 - totalPierce));
expect(dmg).toBe(expected);
});
});
+44 -55
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@@ -3,14 +3,18 @@
// All external data is passed in as parameters (no cross-store getState() calls).
// Implements spec §§10-14: summoning, maintenance, combat, mana, duration.
import { HOURS_PER_TICK } from '../constants';
import { HOURS_PER_TICK, SPELLS_DEF } from '../constants';
import { CORES, FRAMES, MIND_CIRCUITS } from '../data/golems';
import { computeGolemStats, getGolemSlots } from '../data/golems/utils';
import {
resolveEnchantmentEffects,
computeBasicAttackDamage,
} from './golem-combat-helpers';
import type { GolemEnchantmentEffect } from './golem-combat-helpers';
import type {
RuntimeActiveGolem,
GolemLoadoutEntry,
EnemyState,
ActiveEffect,
} from '../types';
// ─── Types ───────────────────────────────────────────────────────────────────
@@ -60,22 +64,17 @@ export function summonGolemsOnRoomEntry(
const newActiveGolems = [...existingActiveGolems];
const logMessages: string[] = [];
const activeCount = newActiveGolems.length;
const baseSlots = getGolemSlots(fabricatorLevel);
const totalSlots = Math.min(7, baseSlots + disciplineSlotsBonus);
for (const entry of loadout) {
if (!entry.enabled) continue;
// Check slot availability (max 7 total per AC-1)
if (newActiveGolems.length >= totalSlots) {
logMessages.push('No golem slots available');
break;
}
const design = entry.design as SerializedDesign;
// Resolve components
const core = CORES[design.coreId];
const frame = FRAMES[design.frameId];
const circuit = MIND_CIRCUITS[design.mindCircuitId];
@@ -84,23 +83,20 @@ export function summonGolemsOnRoomEntry(
continue;
}
// Skip if already active
const alreadyActive = newActiveGolems.some((ag) => ag.designId === entry.designId);
if (alreadyActive) continue;
// Build component-based design for cost calculation
const stats = computeGolemStats({
id: design.id,
name: design.name,
core: { ...core, manaTypes: design.selectedManaTypes.length > 0 ? design.selectedManaTypes : core.manaTypes },
frame,
mindCircuit: circuit,
enchantments: [], // Simplified — enchantments resolved by ID in full implementation
enchantments: [],
selectedManaTypes: design.selectedManaTypes,
selectedSpells: design.selectedSpells,
});
// Check affordability
let canAfford = true;
for (const cost of stats.totalSummonCost) {
if (cost.type === 'raw') {
@@ -116,7 +112,6 @@ export function summonGolemsOnRoomEntry(
continue;
}
// Deduct summon cost
for (const cost of stats.totalSummonCost) {
if (cost.type === 'raw') {
newRawMana -= cost.amount;
@@ -140,12 +135,7 @@ export function summonGolemsOnRoomEntry(
logMessages.push(`${entry.design.name} summoned`);
}
return {
rawMana: newRawMana,
elements: newElements,
activeGolems: newActiveGolems,
logMessages,
};
return { rawMana: newRawMana, elements: newElements, activeGolems: newActiveGolems, logMessages };
}
// ─── Maintenance Upkeep (spec §13) ───────────────────────────────────────────
@@ -174,25 +164,17 @@ export function processGolemMaintenance(
for (const golem of activeGolems) {
const design = golemDesigns[golem.designId];
if (!design) continue;
const core = CORES[design.coreId];
if (!core) continue;
// Upkeep per tick = (manaRegen × 2) × HOURS_PER_TICK
const upkeepPerTick = core.manaRegen * 2 * HOURS_PER_TICK;
const upkeepElement = core.primaryManaType;
const elem = upkeepElement ? newElements[upkeepElement] : null;
if (upkeepElement && elem && elem.unlocked && elem.current >= upkeepPerTick) {
// Deduct from element mana
newElements[upkeepElement] = {
...elem,
current: elem.current - upkeepPerTick,
};
newElements[upkeepElement] = { ...elem, current: elem.current - upkeepPerTick };
maintainedGolems.push(golem);
} else if (!upkeepElement && newRawMana >= upkeepPerTick) {
// Deduct from raw mana
newRawMana -= upkeepPerTick;
maintainedGolems.push(golem);
} else if (upkeepElement && (!elem || !elem.unlocked || elem.current < upkeepPerTick)) {
@@ -202,12 +184,7 @@ export function processGolemMaintenance(
}
}
return {
rawMana: newRawMana,
elements: newElements,
maintainedGolems,
logMessages,
};
return { rawMana: newRawMana, elements: newElements, maintainedGolems, logMessages };
}
// ─── Golem Mana Regen (spec §12) ────────────────────────────────────────────
@@ -222,15 +199,10 @@ export function processGolemManaRegen(
return activeGolems.map((golem) => {
const design = golemDesigns[golem.designId];
if (!design) return golem;
const core = CORES[design.coreId];
if (!core) return golem;
const manaGain = core.manaRegen * HOURS_PER_TICK;
return {
...golem,
currentMana: Math.min(core.manaCapacity, golem.currentMana + manaGain),
};
return { ...golem, currentMana: Math.min(core.manaCapacity, golem.currentMana + manaGain) };
});
}
@@ -240,6 +212,13 @@ export function processGolemManaRegen(
* Process golem attacks for one combat tick.
* Each golem accumulates attackProgress and fires when >= 1.
* Supports spell casting via Mind Circuit behavior.
*
* Fixes applied (issue #313):
* 1. Spell damage: uses actual SPELLS_DEF[spellId].dmg * frame.magicAffinity
* 2. Spell mana cost: uses actual SPELLS_DEF[spellId].cost.amount
* 3. Elemental matchup: applies getElementalBonus to basic attacks
* 4. Enchantment effects: applies golem enchantment effects on basic attacks
* 5. Armor pierce: bypasses enemy armor fraction instead of multiplying damage
*/
export function processGolemAttacks(
activeGolems: RuntimeActiveGolem[],
@@ -250,6 +229,9 @@ export function processGolemAttacks(
modifiedDamage?: number;
},
applyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
enemyElement: string,
getTargetEnemy: () => EnemyState | null,
onApplyEnchantmentEffects: (enemyId: string, effects: GolemEnchantmentEffect[]) => void,
): GolemCombatResult {
let rawMana = 0;
let elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
@@ -257,7 +239,6 @@ export function processGolemAttacks(
let floorMaxHP = 0;
const logMessages: string[] = [];
let totalDamageDealt = 0;
const updatedGolems: RuntimeActiveGolem[] = [];
for (const golem of activeGolems) {
@@ -269,6 +250,9 @@ export function processGolemAttacks(
const circuit = MIND_CIRCUITS[design.mindCircuitId];
if (!core || !frame || !circuit) continue;
const enchantmentEffects = resolveEnchantmentEffects(design.enchantmentIds);
const bonusArmorPierce = design.enchantmentIds.includes('sword_metal') ? 0.15 : 0;
let attackProgress = golem.attackProgress + HOURS_PER_TICK * frame.attackSpeed;
const updatedGolem = { ...golem };
let safetyCounter = 0;
@@ -279,12 +263,15 @@ export function processGolemAttacks(
if (circuit.spellSlots > 0 && design.selectedSpells.length > 0) {
const spellIdx = updatedGolem.spellCastIndex % design.selectedSpells.length;
const spellId = design.selectedSpells[spellIdx];
const spellDef = spellId ? SPELLS_DEF[spellId] : null;
// Spell casting simplified — full implementation needs spell cost/effect lookup
if (spellId && updatedGolem.currentMana >= 10) {
// Cast spell: damage scaled by magic affinity
const spellDmg = 20 * frame.magicAffinity; // Placeholder base spell damage
updatedGolem.currentMana -= 10;
if (spellDef) {
const spellManaCost = spellDef.cost.amount;
if (updatedGolem.currentMana >= spellManaCost) {
// FIX #1: Use actual spell damage * magic affinity
const spellDmg = spellDef.dmg * frame.magicAffinity;
// FIX #2: Deduct actual spell mana cost
updatedGolem.currentMana -= spellManaCost;
updatedGolem.spellCastIndex = (updatedGolem.spellCastIndex + 1) % design.selectedSpells.length;
const dmgResult = onDamageDealt(spellDmg);
@@ -304,9 +291,19 @@ export function processGolemAttacks(
continue;
}
}
}
// Basic attack
let dmg = frame.baseDamage * (1 + frame.armorPierce);
// FIX #3, #4, #5: elemental matchup, enchantment effects, proper armor pierce
const targetEnemy = getTargetEnemy();
const enemyArmor = targetEnemy?.armor ?? 0;
const dmg = computeBasicAttackDamage(frame, bonusArmorPierce, enemyArmor, enemyElement);
// Apply enchantment effects to target enemy
if (enchantmentEffects.length > 0 && targetEnemy) {
onApplyEnchantmentEffects(targetEnemy.id, enchantmentEffects);
}
const dmgResult = onDamageDealt(dmg);
const finalDamage = dmgResult.modifiedDamage || dmg;
@@ -328,13 +325,7 @@ export function processGolemAttacks(
updatedGolems.push(updatedGolem);
}
return {
rawMana,
elements,
activeGolems: updatedGolems,
logMessages,
totalDamageDealt,
};
return { rawMana, elements, activeGolems: updatedGolems, logMessages, totalDamageDealt };
}
// ─── Room Duration Countdown (spec §14) ─────────────────────────────────────
@@ -358,12 +349,10 @@ export function countdownGolemRoomDuration(
for (const golem of activeGolems) {
const design = golemDesigns[golem.designId];
if (!design) continue;
const core = CORES[design.coreId];
if (!core) continue;
const newRoomsRemaining = golem.roomsRemaining - 1;
if (newRoomsRemaining <= 0) {
dismissedNames.push(design.name);
logMessages.push(`${design.name} has faded after ${core.maxRoomDuration} rooms`);
@@ -0,0 +1,142 @@
// ─── Golem Combat Helpers Unit Tests (Issue #313) ──────────────────────────────
// Unit tests for computeBasicAttackDamage and resolveEnchantmentEffects.
import { describe, it, expect } from 'vitest';
import { computeBasicAttackDamage, resolveEnchantmentEffects } from './golem-combat-helpers';
// ─── computeBasicAttackDamage ────────────────────────────────────────────────
describe('computeBasicAttackDamage', () => {
it('returns baseDamage with no armor and no elemental effect', () => {
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: undefined },
0, 0, 'fire',
);
expect(dmg).toBe(10);
});
it('applies elemental bonus for super effective matchup', () => {
// Water vs Fire = 1.5x (water is opposite of fire)
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: 'water' },
0, 0, 'fire',
);
expect(dmg).toBe(15);
});
it('applies elemental penalty for weak matchup', () => {
// Lightning vs Earth = 0.75x (lightning is weak to earth)
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: 'lightning' },
0, 0, 'earth',
);
expect(dmg).toBe(7.5);
});
it('applies same-element bonus', () => {
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: 'fire' },
0, 0, 'fire',
);
expect(dmg).toBe(12.5);
});
it('never returns negative damage', () => {
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: undefined },
0, 0.99, 'fire',
);
expect(dmg).toBeGreaterThanOrEqual(0);
});
it('combines elemental bonus and armor pierce', () => {
// Water vs Fire = 1.5x, then 50% armor with 25% pierce
// effectiveArmor = 0.5 * (1 - 0.25) = 0.375
// dmg = 10 * 1.5 * (1 - 0.375) = 9.375
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0.25, element: 'water' },
0, 0.5, 'fire',
);
expect(dmg).toBeCloseTo(9.375, 5);
});
it('fully bypasses armor when armorPierce is 1.0', () => {
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 1.0, element: undefined },
0, 0.8, 'fire',
);
expect(dmg).toBe(10);
});
it('applies no armor bypass when armorPierce is 0', () => {
const dmg = computeBasicAttackDamage(
{ baseDamage: 10, armorPierce: 0, element: undefined },
0, 0.5, 'fire',
);
expect(dmg).toBe(5);
});
it('stacks enchantment armorPierce with frame armorPierce', () => {
const totalPierce = Math.min(1, 0.5 + 0.15);
const dmg = computeBasicAttackDamage(
{ baseDamage: 20, armorPierce: 0.5, element: undefined },
0.15, 0.4, 'fire',
);
expect(dmg).toBe(20 * (1 - 0.4 * (1 - totalPierce)));
});
});
// ─── resolveEnchantmentEffects ────────────────────────────────────────────────
describe('resolveEnchantmentEffects', () => {
it('resolves sword_fire to burn effect', () => {
const effects = resolveEnchantmentEffects(['sword_fire']);
expect(effects).toHaveLength(1);
expect(effects[0].type).toBe('burn');
expect(effects[0].magnitude).toBe(3);
});
it('resolves sword_frost to slow effect', () => {
const effects = resolveEnchantmentEffects(['sword_frost']);
expect(effects).toHaveLength(1);
expect(effects[0].type).toBe('slow');
});
it('resolves sword_metal to armorPierce effect', () => {
const effects = resolveEnchantmentEffects(['sword_metal']);
expect(effects).toHaveLength(1);
expect(effects[0].type).toBe('armorPierce');
expect(effects[0].magnitude).toBe(0.15);
});
it('resolves sword_lightning to shock effect', () => {
const effects = resolveEnchantmentEffects(['sword_lightning']);
expect(effects).toHaveLength(1);
expect(effects[0].type).toBe('shock');
});
it('resolves sword_shadow to weaken effect', () => {
const effects = resolveEnchantmentEffects(['sword_shadow']);
expect(effects).toHaveLength(1);
expect(effects[0].type).toBe('weaken');
});
it('returns empty array for unknown enchantment IDs', () => {
const effects = resolveEnchantmentEffects(['nonexistent_enchant']);
expect(effects).toHaveLength(0);
});
it('resolves multiple enchantments', () => {
const effects = resolveEnchantmentEffects(['sword_fire', 'sword_lightning', 'sword_shadow']);
expect(effects).toHaveLength(3);
const types = effects.map(e => e.type);
expect(types).toContain('burn');
expect(types).toContain('shock');
expect(types).toContain('weaken');
});
it('handles empty array', () => {
const effects = resolveEnchantmentEffects([]);
expect(effects).toHaveLength(0);
});
});
+133
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@@ -0,0 +1,133 @@
// ─── Golem Combat Helpers ─────────────────────────────────────────────────────
// Shared helpers for golem combat: enchantment resolution, basic attack damage,
// and store-wrapper for processGolemAttacks.
// Extracted from golem-combat-actions.ts to stay under the 400-line file limit.
import { GOLEM_ENCHANTMENTS } from '../data/golems';
import { getElementalBonus } from '../utils';
import type { CombatStore, CombatState } from './combat-state.types';
import type {
ActiveEffect,
EnemyState,
RuntimeActiveGolem,
} from '../types';
// ─── Enchantment Effect Types ────────────────────────────────────────────────
export interface GolemEnchantmentEffect {
type: 'burn' | 'slow' | 'shock' | 'weaken' | 'armorPierce' | 'criticalChance' | 'soak' | 'shieldBreak';
magnitude: number;
}
// ─── Enchantment Resolution ──────────────────────────────────────────────────
/** Resolve enchantment effects from a list of enchantment IDs. */
export function resolveEnchantmentEffects(enchantmentIds: string[]): GolemEnchantmentEffect[] {
const effects: GolemEnchantmentEffect[] = [];
for (const id of enchantmentIds) {
const ench = GOLEM_ENCHANTMENTS[id];
if (!ench) continue;
switch (ench.effect) {
case 'burn': effects.push({ type: 'burn', magnitude: 3 }); break;
case 'slow': effects.push({ type: 'slow', magnitude: 0.3 }); break;
case 'shock': effects.push({ type: 'shock', magnitude: 0.25 }); break;
case 'weaken': effects.push({ type: 'weaken', magnitude: 0.2 }); break;
case 'armorPierce': effects.push({ type: 'armorPierce', magnitude: 0.15 }); break;
case 'criticalChance': effects.push({ type: 'criticalChance', magnitude: 0.1 }); break;
case 'soak': effects.push({ type: 'soak', magnitude: 0.3 }); break;
case 'shieldBreak': effects.push({ type: 'shieldBreak', magnitude: 0.25 }); break;
}
}
return effects;
}
// ─── Basic Attack Damage ─────────────────────────────────────────────────────
/**
* Compute basic attack damage for a golem.
* Applies elemental matchup bonus and proper armor pierce (bypasses armor fraction).
*/
export function computeBasicAttackDamage(
frame: { baseDamage: number; armorPierce: number; element?: string },
enchantmentBonusArmorPierce: number,
enemyArmor: number,
enemyElement: string,
): number {
let dmg = frame.baseDamage;
if (frame.element) {
dmg *= getElementalBonus(frame.element, enemyElement);
}
const totalArmorPierce = Math.min(1, frame.armorPierce + enchantmentBonusArmorPierce);
const effectiveArmor = enemyArmor * (1 - totalArmorPierce);
if (effectiveArmor > 0) {
dmg *= (1 - effectiveArmor);
}
return Math.max(0, dmg);
}
// ─── Golem Attacks Store Wrapper ─────────────────────────────────────────────
// Import here is safe: only used inside the function body, not at module init time.
import { processGolemAttacks } from './golem-combat-actions'; // eslint-disable-line
import type { GolemCombatResult } from './golem-combat-actions';
interface SerializedDesign {
id: string;
name: string;
coreId: string;
frameId: string;
mindCircuitId: string;
enchantmentIds: string[];
selectedManaTypes: string[];
selectedSpells: string[];
}
/** Convenience wrapper that wires up processGolemAttacks with store callbacks. */
export function processGolemAttacksFromStore(
activeGolems: RuntimeActiveGolem[],
golemDesigns: Record<string, SerializedDesign>,
onDamageDealt: (damage: number) => {
rawMana: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
modifiedDamage?: number;
},
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
enemyElement: string,
get: () => CombatStore,
set: (s: Partial<CombatState>) => void,
): GolemCombatResult {
return processGolemAttacks(
activeGolems,
golemDesigns,
onDamageDealt,
golemApplyDamageToRoom,
enemyElement,
() => {
const room = get().currentRoom;
const living = room.enemies.filter((e) => e.hp > 0);
if (living.length === 0) return null;
return living.reduce((lowest, e) => (e.hp < lowest.hp ? e : lowest));
},
(enemyId, effects) => {
const room = get().currentRoom;
const updatedEnemies = room.enemies.map((e) => {
if (e.id !== enemyId) return e;
const newEffects = [...e.activeEffects];
for (const effect of effects) {
const idx = newEffects.findIndex((ae) => ae.type === effect.type);
if (idx >= 0) {
newEffects[idx] = {
...newEffects[idx],
remainingDuration: 4,
magnitude: Math.max(newEffects[idx].magnitude, effect.magnitude),
};
} else {
newEffects.push({ type: effect.type, remainingDuration: 4, magnitude: effect.magnitude, source: 'golem' });
}
}
return { ...e, activeEffects: newEffects };
});
set({ currentRoom: { ...room, enemies: updatedEnemies } });
},
);
}