fix: combat room progression - replace legacy room-utils with spire-utils, align UI with store state
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m1s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m1s
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@@ -7,9 +7,11 @@ export type { RoomType } from '../types/game';
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// - Every 5th floor (5, 15, 25, etc.) has a chance for special rooms
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// - Other floors are combat with chance for swarm/speed
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export const PUZZLE_ROOM_INTERVAL = 7; // Every 7 floors, chance for puzzle
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export const SWARM_ROOM_CHANCE = 0.15; // 15% chance for swarm room
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export const SPEED_ROOM_CHANCE = 0.10; // 10% chance for speed room
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export const PUZZLE_ROOM_CHANCE = 0.20; // 20% chance for puzzle room on puzzle floors
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// NOTE: These constants are used by the legacy room-utils.ts (test-only).
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// The active spire system in spire-utils.ts uses its own internal probabilities.
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export const SWARM_ROOM_CHANCE = 0.15; // 15% chance for swarm room (legacy)
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export const SPEED_ROOM_CHANCE = 0.10; // 10% chance for speed room (legacy)
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export const PUZZLE_ROOM_CHANCE = 0.20; // 20% chance for puzzle room on puzzle floors (legacy)
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// Puzzle room definitions - themed around attunements
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export const PUZZLE_ROOMS: Record<string, {
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