feat(golemancy): Phase 1 - Component-based construction system data definitions
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- Add new golem component types (Core, Frame, MindCircuit, Enchantment)
- Create 4 Core tiers, 7 Frames, 4 Mind Circuits, 8 Enchantments
- Rewrite golem utils for component-based stat computation
- Update GolemancyState with new fields (golemDesigns, golemLoadout, activeGolems)
- Update combat store, actions, and pipelines for new golem system
- Rewrite GolemancyTab with component selection UI
- Update fabricator discipline perks for new system
- Add comprehensive tests for component registries and utilities
- All files under 400 lines, all 743 tests passing
This commit is contained in:
2026-06-06 16:50:26 +02:00
parent c40e4ee940
commit 4b7aa82953
43 changed files with 2763 additions and 944 deletions
@@ -2,30 +2,130 @@
import { Button } from '@/components/ui/button';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Bug, Wand2 } from 'lucide-react';
import { Bug, Cpu, Box, CircuitBoard, Sparkles } from 'lucide-react';
import { useCombatStore } from '@/lib/game/stores';
import { GOLEMS_DEF } from '@/lib/game/data/golems';
import {
ALL_CORES,
ALL_FRAMES,
ALL_MIND_CIRCUITS,
ALL_GOLEM_ENCHANTMENTS,
type CoreDefinition,
type FrameDefinition,
type MindCircuitDefinition,
type GolemEnchantmentDefinition,
} from '@/lib/game/data/golems';
import { DebugName } from '@/components/game/debug/debug-context';
function formatCost(cost: { type: string; element?: string; amount: number }): string {
if (cost.type === 'raw') return `${cost.amount} raw`;
return `${cost.amount} ${cost.element ?? 'unknown'}`;
}
function formatUnlock(req: {
type: string;
attunement?: string;
level?: number;
manaType?: string;
attunements?: string[];
levels?: number[];
}): string {
switch (req.type) {
case 'attunement_level':
return `${req.attunement} Lv${req.level}`;
case 'mana_unlocked':
return `Unlock ${req.manaType} mana`;
case 'dual_attunement':
return `${req.attunements?.[0]} Lv${req.levels?.[0]} + ${req.attunements?.[1]} Lv${req.levels?.[1]}`;
case 'guardian_pact':
return `Guardian: ${req.attunements?.[0]} Lv${req.levels?.[0]} + ${req.attunements?.[1]} Lv${req.levels?.[1]}`;
default:
return req.type;
}
}
function formatCosts(costs: { type: string; element?: string; amount: number }[]): string {
return costs.map(formatCost).join(', ');
}
function CoreCard({ core }: { core: CoreDefinition }) {
return (
<div className="p-2 rounded border border-gray-700 bg-gray-800/40">
<div className="text-sm font-medium text-amber-300">{core.name}</div>
<div className="text-xs text-gray-400 mt-0.5">{core.description}</div>
<div className="text-xs text-gray-500 mt-1 space-y-0.5">
<div>Tier {core.tier} · Primary: {core.primaryManaType}</div>
<div>Capacity: {core.manaCapacity} · Regen: {core.manaRegen}/h · Duration: {core.maxRoomDuration} rooms</div>
<div>Types: {core.manaTypes.join(', ')}</div>
<div>Cost: {formatCosts(core.summonCost)}</div>
<div className="text-yellow-500/70">Unlock: {formatUnlock(core.unlockRequirement)}</div>
</div>
</div>
);
}
function FrameCard({ frame }: { frame: FrameDefinition }) {
return (
<div className="p-2 rounded border border-gray-700 bg-gray-800/40">
<div className="text-sm font-medium text-sky-300">{frame.name}</div>
<div className="text-xs text-gray-400 mt-0.5">{frame.description}</div>
<div className="text-xs text-gray-500 mt-1 space-y-0.5">
<div>Element: {frame.element} · Special: {frame.specialEffect}</div>
<div>DMG: {frame.baseDamage} · SPD: {frame.attackSpeed} · AoE: {frame.aoeTargets}</div>
<div>ArmorPierce: {(frame.armorPierce * 100).toFixed(0)}% · MagicAffinity: {(frame.magicAffinity * 100).toFixed(0)}%</div>
<div>Cost: {formatCosts(frame.summonCost)}</div>
<div className="text-yellow-500/70">Unlock: {formatUnlock(frame.unlockRequirement)}</div>
</div>
</div>
);
}
function MindCircuitCard({ circuit }: { circuit: MindCircuitDefinition }) {
return (
<div className="p-2 rounded border border-gray-700 bg-gray-800/40">
<div className="text-sm font-medium text-violet-300">{circuit.name}</div>
<div className="text-xs text-gray-400 mt-0.5">{circuit.description}</div>
<div className="text-xs text-gray-500 mt-1 space-y-0.5">
<div>Behavior: {circuit.behavior} · Spell Slots: {circuit.spellSlots}</div>
<div>Cost: {formatCosts(circuit.summonCost)}</div>
<div className="text-yellow-500/70">Unlock: {formatUnlock(circuit.unlockRequirement)}</div>
</div>
</div>
);
}
function EnchantmentCard({ enchant }: { enchant: GolemEnchantmentDefinition }) {
return (
<div className="p-2 rounded border border-gray-700 bg-gray-800/40">
<div className="text-sm font-medium text-emerald-300">{enchant.name}</div>
<div className="text-xs text-gray-400 mt-0.5">{enchant.description}</div>
<div className="text-xs text-gray-500 mt-1 space-y-0.5">
<div>Effect: {enchant.effect} · Capacity Cost: {enchant.capacityCost}</div>
<div>Cost: {formatCosts(enchant.summonCost)}</div>
</div>
</div>
);
}
export function GolemDebugSection() {
const golemancy = useCombatStore((s) => s.golemancy);
const setEnabledGolems = useCombatStore((s) => s.setEnabledGolems);
const enabledGolems = useCombatStore((s) => s.golemancy?.enabledGolems) ?? [];
const enabledGolems = golemancy?.enabledGolems || [];
const allComponentIds = [
...ALL_CORES.map((c) => c.id),
...ALL_FRAMES.map((f) => f.id),
...ALL_MIND_CIRCUITS.map((m) => m.id),
...ALL_GOLEM_ENCHANTMENTS.map((e) => e.id),
];
const handleEnableAll = () => {
setEnabledGolems(Object.keys(GOLEMS_DEF));
};
const handleEnableAll = () => setEnabledGolems(allComponentIds);
const handleDisableAll = () => {
setEnabledGolems([]);
};
const handleDisableAll = () => setEnabledGolems([]);
const handleToggleGolem = (golemId: string) => {
if (enabledGolems.includes(golemId)) {
setEnabledGolems(enabledGolems.filter(id => id !== golemId));
const handleToggleComponent = (id: string) => {
if (enabledGolems.includes(id)) {
setEnabledGolems(enabledGolems.filter((x) => x !== id));
} else {
setEnabledGolems([...enabledGolems, golemId]);
setEnabledGolems([...enabledGolems, id]);
}
};
@@ -35,45 +135,108 @@ export function GolemDebugSection() {
<CardHeader className="pb-2">
<CardTitle className="text-orange-400 text-sm flex items-center gap-2">
<Bug className="w-4 h-4" />
Golem Debug
Golem Debug Component System
</CardTitle>
</CardHeader>
<CardContent className="space-y-3">
<CardContent className="space-y-4">
<div className="flex gap-2 flex-wrap">
<Button size="sm" variant="outline" onClick={handleEnableAll}>
<Wand2 className="w-3 h-3 mr-1" /> Enable All Golems
Enable All Components
</Button>
<Button size="sm" variant="outline" onClick={handleDisableAll}>
Disable All Golems
Disable All
</Button>
</div>
<div className="text-xs text-gray-400">
Enabled: {enabledGolems.length} / {Object.keys(GOLEMS_DEF).length}
Enabled: {enabledGolems.length} / {allComponentIds.length}
</div>
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-2 max-h-48 overflow-y-auto">
{Object.entries(GOLEMS_DEF).map(([id, def]) => {
const isEnabled = enabledGolems.includes(id);
return (
<div
key={id}
className={`p-2 rounded border flex items-center justify-between ${
isEnabled ? 'border-orange-600/50 bg-orange-900/20' : 'border-gray-700'
}`}
>
<div>
<div className="text-sm font-medium">{def.name}</div>
<div className="text-xs text-gray-400">{def.baseManaType}</div>
</div>
{/* ─── Cores ─────────────────────────────────────────────── */}
<div>
<div className="text-xs font-semibold text-amber-400 uppercase tracking-wider mb-2 flex items-center gap-1.5">
<Cpu className="w-3.5 h-3.5" /> Cores ({ALL_CORES.length})
</div>
<div className="grid grid-cols-1 sm:grid-cols-2 gap-2 max-h-52 overflow-y-auto">
{ALL_CORES.map((core) => (
<div key={core.id} className="relative">
<CoreCard core={core} />
<Button
size="sm"
variant={isEnabled ? 'default' : 'outline'}
onClick={() => handleToggleGolem(id)}
variant={enabledGolems.includes(core.id) ? 'default' : 'outline'}
className="absolute top-1 right-1 h-6 px-2 text-[10px]"
onClick={() => handleToggleComponent(core.id)}
>
{isEnabled ? 'On' : 'Off'}
{enabledGolems.includes(core.id) ? 'On' : 'Off'}
</Button>
</div>
);
})}
))}
</div>
</div>
{/* ─── Frames ────────────────────────────────────────────── */}
<div>
<div className="text-xs font-semibold text-sky-400 uppercase tracking-wider mb-2 flex items-center gap-1.5">
<Box className="w-3.5 h-3.5" /> Frames ({ALL_FRAMES.length})
</div>
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-2 max-h-64 overflow-y-auto">
{ALL_FRAMES.map((frame) => (
<div key={frame.id} className="relative">
<FrameCard frame={frame} />
<Button
size="sm"
variant={enabledGolems.includes(frame.id) ? 'default' : 'outline'}
className="absolute top-1 right-1 h-6 px-2 text-[10px]"
onClick={() => handleToggleComponent(frame.id)}
>
{enabledGolems.includes(frame.id) ? 'On' : 'Off'}
</Button>
</div>
))}
</div>
</div>
{/* ─── Mind Circuits ─────────────────────────────────────── */}
<div>
<div className="text-xs font-semibold text-violet-400 uppercase tracking-wider mb-2 flex items-center gap-1.5">
<CircuitBoard className="w-3.5 h-3.5" /> Mind Circuits ({ALL_MIND_CIRCUITS.length})
</div>
<div className="grid grid-cols-1 sm:grid-cols-2 gap-2 max-h-44 overflow-y-auto">
{ALL_MIND_CIRCUITS.map((circuit) => (
<div key={circuit.id} className="relative">
<MindCircuitCard circuit={circuit} />
<Button
size="sm"
variant={enabledGolems.includes(circuit.id) ? 'default' : 'outline'}
className="absolute top-1 right-1 h-6 px-2 text-[10px]"
onClick={() => handleToggleComponent(circuit.id)}
>
{enabledGolems.includes(circuit.id) ? 'On' : 'Off'}
</Button>
</div>
))}
</div>
</div>
{/* ─── Enchantments ──────────────────────────────────────── */}
<div>
<div className="text-xs font-semibold text-emerald-400 uppercase tracking-wider mb-2 flex items-center gap-1.5">
<Sparkles className="w-3.5 h-3.5" /> Enchantments ({ALL_GOLEM_ENCHANTMENTS.length})
</div>
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-2 max-h-52 overflow-y-auto">
{ALL_GOLEM_ENCHANTMENTS.map((enchant) => (
<div key={enchant.id} className="relative">
<EnchantmentCard enchant={enchant} />
<Button
size="sm"
variant={enabledGolems.includes(enchant.id) ? 'default' : 'outline'}
className="absolute top-1 right-1 h-6 px-2 text-[10px]"
onClick={() => handleToggleComponent(enchant.id)}
>
{enabledGolems.includes(enchant.id) ? 'On' : 'Off'}
</Button>
</div>
))}
</div>
</div>
</CardContent>
</Card>
@@ -81,4 +244,4 @@ export function GolemDebugSection() {
);
}
GolemDebugSection.displayName = "GolemDebugSection";
GolemDebugSection.displayName = 'GolemDebugSection';
@@ -1,148 +0,0 @@
import { describe, it, expect } from 'vitest';
// ─── Test: GolemancyTab barrel export ─────────────────────────────────────────
describe('GolemancyTab module structure', () => {
it('exports GolemancyTab from barrel index', async () => {
const mod = await import('./GolemancyTab');
expect(mod.GolemancyTab).toBeDefined();
expect(typeof mod.GolemancyTab).toBe('function');
});
it('GolemancyTab has correct displayName', async () => {
const { GolemancyTab } = await import('./GolemancyTab');
expect(GolemancyTab.displayName).toBe('GolemancyTab');
});
});
// ─── Test: Barrel export includes GolemancyTab ────────────────────────────────
describe('Tab barrel export', () => {
it('includes GolemancyTab in the tabs index', async () => {
const mod = await import('@/components/game/tabs');
expect(mod.GolemancyTab).toBeDefined();
expect(typeof mod.GolemancyTab).toBe('function');
});
});
// ─── Test: Golem data integrity ───────────────────────────────────────────────
describe('Golem data', () => {
it('all golems have required fields', async () => {
const { GOLEMS_DEF } = await import('@/lib/game/data/golems');
for (const [id, def] of Object.entries(GOLEMS_DEF)) {
expect(def.id).toBe(id);
expect(def.name).toBeTruthy();
expect(def.description).toBeTruthy();
expect(def.baseManaType).toBeTruthy();
expect(def.summonCost.length).toBeGreaterThan(0);
expect(def.maintenanceCost.length).toBeGreaterThan(0);
expect(def.damage).toBeGreaterThan(0);
expect(def.attackSpeed).toBeGreaterThan(0);
expect(def.hp).toBeGreaterThan(0);
expect(def.armorPierce).toBeGreaterThanOrEqual(0);
expect(def.tier).toBeGreaterThanOrEqual(1);
expect(def.unlockCondition).toBeTruthy();
}
});
it('has golems across multiple tiers', async () => {
const { GOLEMS_DEF } = await import('@/lib/game/data/golems');
const tiers = new Set(Object.values(GOLEMS_DEF).map(g => g.tier));
expect(tiers.size).toBeGreaterThanOrEqual(3);
});
it('earthGolem is the only base tier golem', async () => {
const { GOLEMS_DEF } = await import('@/lib/game/data/golems');
const baseGolems = Object.values(GOLEMS_DEF).filter(g => g.tier === 1);
expect(baseGolems.length).toBe(1);
expect(baseGolems[0].id).toBe('earthGolem');
});
it('voidstoneGolem is the highest tier', async () => {
const { GOLEMS_DEF } = await import('@/lib/game/data/golems');
const voidstone = GOLEMS_DEF.voidstoneGolem;
expect(voidstone).toBeDefined();
expect(voidstone.tier).toBe(4);
});
});
// ─── Test: Golem utility functions ────────────────────────────────────────────
describe('Golem utility functions', () => {
it('getGolemSlots returns 0 for fabricator level < 2', async () => {
const { getGolemSlots } = await import('@/lib/game/data/golems');
expect(getGolemSlots(0)).toBe(0);
expect(getGolemSlots(1)).toBe(0);
});
it('getGolemSlots scales with fabricator level', async () => {
const { getGolemSlots } = await import('@/lib/game/data/golems');
expect(getGolemSlots(2)).toBe(1);
expect(getGolemSlots(4)).toBe(2);
expect(getGolemSlots(10)).toBe(5);
});
it('isGolemUnlocked returns false for unknown golem', async () => {
const { isGolemUnlocked } = await import('@/lib/game/data/golems');
expect(isGolemUnlocked('nonexistent', {}, [])).toBe(false);
});
it('isGolemUnlocked checks attunement level', async () => {
const { isGolemUnlocked } = await import('@/lib/game/data/golems');
expect(isGolemUnlocked('earthGolem', { fabricator: { active: true, level: 1 } }, [])).toBe(false);
expect(isGolemUnlocked('earthGolem', { fabricator: { active: true, level: 2 } }, [])).toBe(true);
});
it('isGolemUnlocked checks mana unlocked', async () => {
const { isGolemUnlocked } = await import('@/lib/game/data/golems');
expect(isGolemUnlocked('steelGolem', {}, [])).toBe(false);
expect(isGolemUnlocked('steelGolem', {}, ['metal'])).toBe(true);
});
it('canAffordGolemSummon returns false for unknown golem', async () => {
const { canAffordGolemSummon } = await import('@/lib/game/data/golems');
expect(canAffordGolemSummon('nonexistent', 100, {})).toBe(false);
});
it('canAffordGolemSummon checks raw mana cost', async () => {
const { canAffordGolemSummon } = await import('@/lib/game/data/golems');
// earthGolem costs 10 earth
const elements = { earth: { current: 5, max: 100, unlocked: true } };
expect(canAffordGolemSummon('earthGolem', 0, elements)).toBe(false);
elements.earth.current = 10;
expect(canAffordGolemSummon('earthGolem', 0, elements)).toBe(true);
});
});
// ─── Test: Combat store golemancy state ───────────────────────────────────────
describe('Combat store golemancy', () => {
it('toggleGolem is a function', async () => {
const { useCombatStore } = await import('@/lib/game/stores/combatStore');
const state = useCombatStore.getState();
expect(typeof state.toggleGolem).toBe('function');
});
it('golemancy state has correct shape', async () => {
const { useCombatStore } = await import('@/lib/game/stores/combatStore');
const state = useCombatStore.getState();
expect(state.golemancy).toBeDefined();
expect(Array.isArray(state.golemancy.enabledGolems)).toBe(true);
expect(Array.isArray(state.golemancy.summonedGolems)).toBe(true);
expect(typeof state.golemancy.lastSummonFloor).toBe('number');
});
});
// ─── Test: File size limit ────────────────────────────────────────────────────
describe('File size limits (400 lines max)', () => {
it('GolemancyTab.tsx is under 400 lines', async () => {
const fs = await import('fs');
const path = await import('path');
const filePath = path.join(__dirname, 'GolemancyTab.tsx');
const content = fs.readFileSync(filePath, 'utf-8');
const lines = content.split('\n').length;
expect(lines).toBeLessThan(400);
});
});
+204 -297
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@@ -5,223 +5,53 @@ import { useShallow } from 'zustand/react/shallow';
import { useCombatStore } from '@/lib/game/stores/combatStore';
import { useAttunementStore } from '@/lib/game/stores/attunementStore';
import { useManaStore } from '@/lib/game/stores/manaStore';
import { GOLEMS_DEF, isGolemUnlocked, canAffordGolemSummon, getGolemSlots } from '@/lib/game/data/golems';
import type { GolemDef } from '@/lib/game/data/golems';
import { ELEMENTS } from '@/lib/game/constants/elements';
import { DebugName } from '@/components/game/debug/debug-context';
import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area';
import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
import {
CORES, FRAMES, MIND_CIRCUITS, GOLEM_ENCHANTMENTS,
ALL_CORES, ALL_FRAMES, ALL_MIND_CIRCUITS, ALL_GOLEM_ENCHANTMENTS,
} from '@/lib/game/data/golems';
import {
getGolemSlots,
isComponentUnlocked,
computeGolemStats,
canAffordGolemDesign,
} from '@/lib/game/data/golems/utils';
import type { ComputedGolemStats, GolemEnchantmentDefinition } from '@/lib/game/data/golems/types';
import type { BuilderSection } from './golemancy/types';
import { GolemDesignBuilder } from './golemancy/GolemDesignBuilder';
import { GolemLoadoutPanel } from './golemancy/GolemLoadoutPanel';
import { ActiveGolemsPanel } from './golemancy/ActiveGolemsPanel';
import { serializeDesign, buildGolemDesign } from './golemancy/golemancy-utils';
import clsx from 'clsx';
// ─── Tier configuration ──────────────────────────────────────────────────────
interface TierConfig {
key: string;
label: string;
tier: number;
}
const TIERS: TierConfig[] = [
{ key: 'base', label: 'Base', tier: 1 },
{ key: 'elemental', label: 'Elemental', tier: 2 },
{ key: 'hybrid', label: 'Hybrid', tier: 3 },
];
function getTierLabel(tier: number): string {
if (tier <= 1) return 'Base';
if (tier <= 2) return 'Elemental';
return 'Hybrid';
}
function getTierColor(tier: number): string {
if (tier <= 1) return 'bg-gray-600';
if (tier <= 2) return 'bg-blue-600';
if (tier <= 3) return 'bg-purple-600';
return 'bg-amber-500';
}
// ─── Helpers ─────────────────────────────────────────────────────────────────
function formatCost(cost: GolemDef['summonCost'][number]): string {
if (cost.type === 'raw') return `${cost.amount} raw`;
const elem = cost.element ? ELEMENTS[cost.element] : null;
return `${cost.amount} ${elem?.sym ?? ''} ${cost.element ?? ''}`.trim();
}
function formatUnlockCondition(golem: GolemDef): string {
const cond = golem.unlockCondition;
switch (cond.type) {
case 'attunement_level':
return `${cond.attunement} level ${cond.level}`;
case 'mana_unlocked': {
const elem = cond.manaType ? ELEMENTS[cond.manaType] : null;
return `Unlock ${elem?.sym ?? ''} ${cond.manaType ?? ''}`.trim();
}
case 'dual_attunement':
return `${cond.attunements?.join(' + ')} level ${cond.levels?.join('/')}`;
default:
return 'Unknown';
}
}
// ─── Golem Card ──────────────────────────────────────────────────────────────
interface GolemCardProps {
golem: GolemDef;
unlocked: boolean;
enabled: boolean;
summoned: boolean;
canAfford: boolean;
onToggle: (id: string) => void;
}
const GolemCard: React.FC<GolemCardProps> = React.memo(({
golem,
unlocked,
enabled,
summoned,
canAfford,
onToggle,
}) => {
const elemColor = ELEMENTS[golem.baseManaType]?.color ?? '#888';
const elemSym = ELEMENTS[golem.baseManaType]?.sym ?? '';
return (
<div
className={clsx(
'rounded-lg border p-4 space-y-3 transition-colors',
unlocked
? 'bg-gray-800/50 border-gray-600'
: 'bg-gray-900/50 border-gray-800 opacity-60',
summoned && 'ring-1 ring-green-500/50',
)}
>
{/* Header */}
<div className="flex items-start justify-between gap-2">
<div className="min-w-0">
<h3 className="font-semibold text-gray-100 truncate">{golem.name}</h3>
<p className="text-xs text-gray-400 mt-0.5">{golem.description}</p>
</div>
<div className="flex items-center gap-1.5 shrink-0">
<span
className="text-xs"
style={{ color: elemColor }}
title={golem.baseManaType}
>
{elemSym}
</span>
<Badge className={clsx('text-[10px] px-1.5 py-0', getTierColor(golem.tier))}>
T{golem.tier}
</Badge>
</div>
</div>
{/* Stats grid */}
<div className="grid grid-cols-2 gap-x-4 gap-y-1 text-xs">
<div className="text-gray-400">
<span className="text-gray-500">Damage:</span> {golem.damage}
</div>
<div className="text-gray-400">
<span className="text-gray-500">Attack Speed:</span> {golem.attackSpeed}/h
</div>
<div className="text-gray-400">
<span className="text-gray-500">HP:</span> {golem.hp}
</div>
<div className="text-gray-400">
<span className="text-gray-500">Armor Pierce:</span> {Math.round(golem.armorPierce * 100)}%
</div>
{golem.isAoe && (
<div className="col-span-2 text-gray-400">
<span className="text-gray-500">AoE:</span> {golem.aoeTargets} targets
</div>
)}
</div>
{/* Special Abilities */}
{golem.specialAbilities && golem.specialAbilities.length > 0 && (
<div className="text-xs space-y-0.5">
<span className="text-gray-500">Special:</span>
{golem.specialAbilities.map((ability, i) => (
<div key={i} className="text-gray-400 pl-2">
{ability.name}: {ability.description}
</div>
))}
</div>
)}
{/* Costs */}
<div className="text-xs space-y-0.5">
<div className="text-gray-400">
<span className="text-gray-500">Summon:</span>{' '}
{golem.summonCost.map((c, i) => (
<span key={i}>{formatCost(c)}{i < golem.summonCost.length - 1 ? ' + ' : ''}</span>
))}
</div>
<div className="text-gray-400">
<span className="text-gray-500">Upkeep:</span>{' '}
{golem.maintenanceCost.map((c, i) => (
<span key={i}>{formatCost(c)}{i < golem.maintenanceCost.length - 1 ? ' + ' : ''}</span>
))}/tick
</div>
</div>
{/* Unlock requirement */}
{!unlocked && (
<div className="text-xs text-red-400">
🔒 Requires: {formatUnlockCondition(golem)}
</div>
)}
{/* Status + toggle */}
<div className="flex items-center justify-between pt-1">
<div className="text-xs">
{summoned ? (
<span className="text-green-400"> Summoned</span>
) : enabled ? (
<span className="text-yellow-400"> Queued</span>
) : (
<span className="text-gray-500"> Idle</span>
)}
</div>
<button
onClick={() => onToggle(golem.id)}
disabled={!unlocked}
className={clsx(
'rounded px-3 py-1 text-xs font-medium transition-colors',
!unlocked
? 'bg-gray-700 text-gray-500 cursor-not-allowed'
: enabled
? 'bg-red-600/80 text-white hover:bg-red-500'
: canAfford
? 'bg-green-600/80 text-white hover:bg-green-500'
: 'bg-blue-600/80 text-white hover:bg-blue-500',
)}
>
{!unlocked ? 'Locked' : enabled ? 'Disable' : 'Enable'}
</button>
</div>
</div>
);
});
GolemCard.displayName = 'GolemCard';
// ─── Main Tab ────────────────────────────────────────────────────────────────
export const GolemancyTab: React.FC = () => {
const [activeTier, setActiveTier] = useState<string>('base');
const [activeSection, setActiveSection] = useState<BuilderSection>('builder');
const { golemancy, toggleGolem } = useCombatStore(useShallow(s => ({
golemancy: s.golemancy,
toggleGolem: s.toggleGolem,
})));
// Builder state
const [selectedCoreId, setSelectedCoreId] = useState<string | null>(null);
const [selectedFrameId, setSelectedFrameId] = useState<string | null>(null);
const [selectedCircuitId, setSelectedCircuitId] = useState<string | null>(null);
const [selectedEnchantmentIds, setSelectedEnchantmentIds] = useState<string[]>([]);
const [designName, setDesignName] = useState('');
const [selectedManaTypes, setSelectedManaTypes] = useState<string[]>([]);
// Store access
const { golemancy, addGolemDesign, removeGolemDesign, toggleGolemLoadoutEntry } = useCombatStore(
useShallow(s => ({
golemancy: s.golemancy,
addGolemDesign: s.addGolemDesign,
removeGolemDesign: s.removeGolemDesign,
toggleGolemLoadoutEntry: s.toggleGolemLoadoutEntry,
})),
);
const attunements = useAttunementStore(s => s.attunements);
const { rawMana, elements } = useManaStore(useShallow(s => ({
rawMana: s.rawMana,
elements: s.elements,
})));
const signedPacts = usePrestigeStore(s => s.signedPacts);
// Build attunement lookup for isGolemUnlocked
// Derived data
const attunementLookup = useMemo(() => {
const lookup: Record<string, { active: boolean; level: number }> = {};
for (const [id, att] of Object.entries(attunements)) {
@@ -235,103 +65,180 @@ export const GolemancyTab: React.FC = () => {
[elements],
);
// Group golems by tier
const golemsByTier = useMemo(() => {
const groups: Record<string, GolemDef[]> = { base: [], elemental: [], hybrid: [] };
for (const golem of Object.values(GOLEMS_DEF)) {
const label = getTierLabel(golem.tier);
const key = label.toLowerCase();
if (groups[key]) {
groups[key].push(golem);
} else {
// tier 4 golems go into hybrid
groups.hybrid.push(golem);
}
}
return groups;
}, []);
const handleToggle = useCallback((id: string) => {
toggleGolem(id);
}, [toggleGolem]);
// Golem slot info
const fabricatorLevel = attunements.fabricator?.level ?? 0;
const golemSlots = getGolemSlots(fabricatorLevel);
const enabledCount = golemancy.enabledGolems.length;
const enabledCount = golemancy.golemLoadout.filter(e => e.enabled).length;
const activeTierGolems = golemsByTier[activeTier] ?? [];
// Unlock checks
const unlockedCoreIds = useMemo(() => {
const set = new Set<string>();
for (const core of ALL_CORES) {
if (isComponentUnlocked(core.unlockRequirement, attunementLookup, unlockedElements, signedPacts)) {
set.add(core.id);
}
}
return set;
}, [attunementLookup, unlockedElements, signedPacts]);
const unlockedFrameIds = useMemo(() => {
const set = new Set<string>();
for (const frame of ALL_FRAMES) {
if (isComponentUnlocked(frame.unlockRequirement, attunementLookup, unlockedElements, signedPacts)) {
set.add(frame.id);
}
}
return set;
}, [attunementLookup, unlockedElements, signedPacts]);
const unlockedCircuitIds = useMemo(() => {
const set = new Set<string>();
for (const circuit of ALL_MIND_CIRCUITS) {
if (isComponentUnlocked(circuit.unlockRequirement, attunementLookup, unlockedElements, signedPacts)) {
set.add(circuit.id);
}
}
return set;
}, [attunementLookup, unlockedElements, signedPacts]);
// Selected components
const selectedCore = selectedCoreId ? CORES[selectedCoreId] ?? null : null;
const selectedFrame = selectedFrameId ? FRAMES[selectedFrameId] ?? null : null;
const selectedCircuit = selectedCircuitId ? MIND_CIRCUITS[selectedCircuitId] ?? null : null;
const selectedEnchantments = selectedEnchantmentIds
.map(id => GOLEM_ENCHANTMENTS[id])
.filter(Boolean) as GolemEnchantmentDefinition[];
// Computed stats preview
const computedStats = useMemo<ComputedGolemStats | null>(() => {
if (!selectedCore || !selectedFrame || !selectedCircuit) return null;
const design = buildGolemDesign(
selectedCore, selectedFrame, selectedCircuit,
selectedEnchantments, selectedManaTypes, [],
);
return computeGolemStats(design);
}, [selectedCore, selectedFrame, selectedCircuit, selectedEnchantments, selectedManaTypes]);
const affordability = useMemo(() => {
if (!selectedCore || !selectedFrame || !selectedCircuit) {
return { canAfford: false, missing: 'Select all required components' };
}
const design = buildGolemDesign(
selectedCore, selectedFrame, selectedCircuit,
selectedEnchantments, selectedManaTypes, [],
);
return canAffordGolemDesign(design, rawMana, elements);
}, [selectedCore, selectedFrame, selectedCircuit, selectedEnchantments, selectedManaTypes, rawMana, elements]);
// Enchantment capacity check
const enchantmentCapacity = computedStats?.enchantmentCapacity ?? 0;
const usedEnchantmentCapacity = selectedEnchantments.reduce((sum, e) => sum + e.capacityCost, 0);
// Handlers
const handleToggleEnchantment = useCallback((id: string) => {
setSelectedEnchantmentIds(prev =>
prev.includes(id) ? prev.filter(eid => eid !== id) : [...prev, id],
);
}, []);
const handleSaveDesign = useCallback(() => {
if (!selectedCore || !selectedFrame || !selectedCircuit) return;
const name = designName.trim() || `${selectedCore.name.split(' ')[0]} ${selectedFrame.name.split(' ')[0]}`;
const serialized = serializeDesign(
name, selectedCore, selectedFrame, selectedCircuit,
selectedEnchantments, selectedManaTypes, [],
);
addGolemDesign(serialized);
setDesignName('');
setSelectedEnchantmentIds([]);
setSelectedManaTypes([]);
}, [designName, selectedCore, selectedFrame, selectedCircuit, selectedEnchantments, selectedManaTypes, addGolemDesign]);
const handleRemoveLoadoutEntry = useCallback((designId: string) => {
removeGolemDesign(designId);
}, [removeGolemDesign]);
const handleToggleLoadoutEntry = useCallback((designId: string) => {
toggleGolemLoadoutEntry(designId);
}, [toggleGolemLoadoutEntry]);
return (
<DebugName name="GolemancyTab">
<div className="space-y-4">
{/* Header info */}
<div className="text-sm text-gray-400 space-y-1">
<p>
Configure your golem loadout. Enabled golems are automatically summoned
when entering the spire if you can afford the cost.
</p>
<div className="flex gap-4 text-xs">
<span>
Slots: {enabledCount}/{golemSlots}
</span>
<span>
Summoned: {golemancy.summonedGolems.length}
</span>
</div>
<div className="space-y-4">
{/* Header info */}
<div className="text-sm text-gray-400 space-y-1">
<p>
Design custom golems from components. Enabled golems are automatically
summoned when entering the spire if you can afford the cost.
</p>
<div className="flex gap-4 text-xs">
<span>Slots: {enabledCount}/{golemSlots}</span>
<span>Active: {golemancy.activeGolems.length}</span>
<span>Designs: {Object.keys(golemancy.golemDesigns).length}</span>
</div>
{/* Tier tabs */}
<div className="flex gap-2">
{TIERS.map((tier) => {
const count = golemsByTier[tier.key]?.length ?? 0;
return (
<button
key={tier.key}
onClick={() => setActiveTier(tier.key)}
className={clsx(
'rounded px-3 py-1 text-xs font-medium transition-colors',
activeTier === tier.key
? 'bg-blue-600 text-white'
: 'text-gray-400 hover:text-gray-200',
)}
>
{tier.label} ({count})
</button>
);
})}
</div>
{/* Golem cards */}
<ScrollArea className="h-[500px] rounded border border-gray-700 p-3">
{activeTierGolems.length === 0 ? (
<div className="text-center text-gray-500 py-8">
No golems in this tier.
</div>
) : (
<div className="grid grid-cols-1 md:grid-cols-2 gap-3">
{activeTierGolems.map((golem) => {
const unlocked = isGolemUnlocked(golem.id, attunementLookup, unlockedElements);
const enabled = golemancy.enabledGolems.includes(golem.id);
const summoned = golemancy.summonedGolems.some(g => g.golemId === golem.id);
const canAfford = canAffordGolemSummon(golem.id, rawMana, elements);
return (
<GolemCard
key={golem.id}
golem={golem}
unlocked={unlocked}
enabled={enabled}
summoned={summoned}
canAfford={canAfford}
onToggle={handleToggle}
/>
);
})}
</div>
)}
</ScrollArea>
</div>
</DebugName>
{/* Section tabs */}
<div className="flex gap-2">
{([
{ key: 'builder', label: 'Design Builder' },
{ key: 'loadout', label: `Loadout (${golemancy.golemLoadout.length})` },
{ key: 'active', label: `Active (${golemancy.activeGolems.length})` },
] as const).map(({ key, label }) => (
<button
key={key}
onClick={() => setActiveSection(key)}
className={clsx(
'rounded px-3 py-1 text-xs font-medium transition-colors',
activeSection === key
? 'bg-blue-600 text-white'
: 'text-gray-400 hover:text-gray-200',
)}
>
{label}
</button>
))}
</div>
{/* ─── Builder Section ─────────────────────────────────────────────── */}
{activeSection === 'builder' && (
<GolemDesignBuilder
selectedCoreId={selectedCoreId}
selectedFrameId={selectedFrameId}
selectedCircuitId={selectedCircuitId}
selectedEnchantmentIds={selectedEnchantmentIds}
designName={designName}
selectedManaTypes={selectedManaTypes}
unlockedCoreIds={unlockedCoreIds}
unlockedFrameIds={unlockedFrameIds}
unlockedCircuitIds={unlockedCircuitIds}
computedStats={computedStats}
affordability={affordability}
enchantmentCapacity={enchantmentCapacity}
usedEnchantmentCapacity={usedEnchantmentCapacity}
golemSlots={golemSlots}
enabledCount={enabledCount}
onSelectCore={setSelectedCoreId}
onSelectFrame={setSelectedFrameId}
onSelectCircuit={setSelectedCircuitId}
onToggleEnchantment={handleToggleEnchantment}
onDesignNameChange={setDesignName}
onSaveDesign={handleSaveDesign}
/>
)}
{/* ─── Loadout Section ─────────────────────────────────────────────── */}
{activeSection === 'loadout' && (
<GolemLoadoutPanel
loadout={golemancy.golemLoadout}
onToggle={handleToggleLoadoutEntry}
onRemove={handleRemoveLoadoutEntry}
/>
)}
{/* ─── Active Golems Section ───────────────────────────────────────── */}
{activeSection === 'active' && (
<ActiveGolemsPanel activeGolems={golemancy.activeGolems} />
)}
</div>
);
};
@@ -4,7 +4,7 @@ import { useCombatStore, useManaStore, canAffordSpellCost } from '@/lib/game/sto
import { SPELLS_DEF, ELEMENTS } from '@/lib/game/constants';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Progress } from '@/components/ui/progress';
import { GOLEMS_DEF } from '@/lib/game/data/golems';
import { CORES, FRAMES } from '@/lib/game/data/golems';
import { DebugName } from '@/components/game/debug/debug-context';
interface SpireCombatControlsProps {
@@ -29,7 +29,8 @@ export function SpireCombatControls({ castProgress }: SpireCombatControlsProps)
.filter(([, state]) => state?.learned)
.map(([id]) => id);
const summonedGolems = golemancy.summonedGolems || [];
const activeGolems = golemancy.activeGolems || [];
const golemDesigns = golemancy.golemDesigns || {};
return (
<DebugName name="SpireCombatControls">
@@ -100,26 +101,28 @@ export function SpireCombatControls({ castProgress }: SpireCombatControlsProps)
<CardTitle className="text-sm text-blue-400">🗿 Golems</CardTitle>
</CardHeader>
<CardContent>
{summonedGolems.length === 0 ? (
{activeGolems.length === 0 ? (
<div className="text-xs text-gray-500 italic">No golems summoned.</div>
) : (
<div className="space-y-2">
{summonedGolems.map((sg) => {
const golemDef = GOLEMS_DEF[sg.golemId];
if (!golemDef) return null;
const elemColor = ELEMENTS[golemDef.baseManaType]?.color || '#888';
{activeGolems.map((ag) => {
const design = golemDesigns[ag.designId];
if (!design) return null;
const frame = FRAMES[design.frameId];
const core = CORES[design.coreId];
const elemColor = frame?.element ? ELEMENTS[frame.element]?.color || '#888' : '#888';
return (
<div
key={sg.golemId}
key={ag.designId + ag.summonedFloor}
className="flex items-center justify-between p-2 bg-gray-800/50 rounded border border-gray-700/50"
>
<div className="flex items-center gap-2">
<span style={{ color: elemColor }}></span>
<span className="text-xs text-gray-200">{golemDef.name}</span>
<span className="text-xs text-gray-200">{design.name}</span>
</div>
<div className="text-xs text-gray-500">
{golemDef.damage} dmg · {golemDef.attackSpeed}/h
{frame?.baseDamage ?? '?'} dmg · {core?.manaRegen ?? '?'} mp
</div>
</div>
);
@@ -0,0 +1,83 @@
'use client';
import React from 'react';
import { useCombatStore } from '@/lib/game/stores/combatStore';
import { CORES } from '@/lib/game/data/golems';
import type { RuntimeActiveGolem } from './types';
import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area';
// ─── Active Golem Card ───────────────────────────────────────────────────────
interface ActiveGolemCardProps {
golem: RuntimeActiveGolem;
}
const ActiveGolemCard: React.FC<ActiveGolemCardProps> = React.memo(({ golem }) => {
const loadoutEntry = useCombatStore(s =>
s.golemancy.golemLoadout.find(e => e.designId === golem.designId),
);
const name = loadoutEntry?.design.name ?? golem.designId;
const core = loadoutEntry ? CORES[loadoutEntry.design.coreId] : null;
const maxMana = core?.manaCapacity ?? 100;
return (
<div className="rounded-lg border border-green-700/50 bg-green-900/10 p-3 space-y-2">
<div className="flex items-center justify-between">
<h4 className="font-semibold text-sm text-green-300">{name}</h4>
<Badge className="text-[10px] px-1.5 py-0 bg-green-800 text-green-200">
Active
</Badge>
</div>
<div className="grid grid-cols-2 gap-x-4 gap-y-1 text-xs">
<div className="text-gray-400">
<span className="text-gray-500">Summoned Floor:</span> {golem.summonedFloor}
</div>
<div className="text-gray-400">
<span className="text-gray-500">Rooms Left:</span> {golem.roomsRemaining}
</div>
<div className="text-gray-400">
<span className="text-gray-500">Mana:</span>{' '}
<span className={golem.currentMana < maxMana * 0.2 ? 'text-red-400' : 'text-blue-400'}>
{Math.round(golem.currentMana)}/{maxMana}
</span>
</div>
<div className="text-gray-400">
<span className="text-gray-500">Atk Progress:</span>{' '}
{Math.round(golem.attackProgress * 100)}%
</div>
</div>
</div>
);
});
ActiveGolemCard.displayName = 'ActiveGolemCard';
// ─── Props ───────────────────────────────────────────────────────────────────
export interface ActiveGolemsPanelProps {
activeGolems: RuntimeActiveGolem[];
}
// ─── Component ───────────────────────────────────────────────────────────────
export const ActiveGolemsPanel: React.FC<ActiveGolemsPanelProps> = ({ activeGolems }) => {
return (
<ScrollArea className="h-[560px] rounded border border-gray-700 p-3">
{activeGolems.length === 0 ? (
<div className="text-center text-gray-500 py-8">
<p>No active golems in combat.</p>
<p className="text-xs mt-1">Enable golem designs in the Loadout and enter the spire.</p>
</div>
) : (
<div className="grid grid-cols-1 md:grid-cols-2 gap-3">
{activeGolems.map(golem => (
<ActiveGolemCard key={golem.designId} golem={golem} />
))}
</div>
)}
</ScrollArea>
);
};
ActiveGolemsPanel.displayName = 'ActiveGolemsPanel';
@@ -0,0 +1,160 @@
'use client';
import React from 'react';
import {
CORES, ALL_CORES, FRAMES, ALL_FRAMES,
MIND_CIRCUITS, ALL_MIND_CIRCUITS,
GOLEM_ENCHANTMENTS, ALL_GOLEM_ENCHANTMENTS,
} from '@/lib/game/data/golems';
import type {
CoreDefinition, FrameDefinition, MindCircuitDefinition,
GolemEnchantmentDefinition, ComputedGolemStats,
} from '@/lib/game/data/golems/types';
import { ELEMENTS } from '@/lib/game/constants/elements';
import { ScrollArea } from '@/components/ui/scroll-area';
import clsx from 'clsx';
import { formatRequirement } from './golemancy-utils';
import { ComponentSelector, StatsPreview } from './GolemancySharedComponents';
export interface GolemDesignBuilderProps {
selectedCoreId: string | null;
selectedFrameId: string | null;
selectedCircuitId: string | null;
selectedEnchantmentIds: string[];
designName: string;
selectedManaTypes: string[];
unlockedCoreIds: Set<string>;
unlockedFrameIds: Set<string>;
unlockedCircuitIds: Set<string>;
computedStats: ComputedGolemStats | null;
affordability: { canAfford: boolean; missing: string };
enchantmentCapacity: number;
usedEnchantmentCapacity: number;
golemSlots: number;
enabledCount: number;
onSelectCore: (id: string) => void;
onSelectFrame: (id: string) => void;
onSelectCircuit: (id: string) => void;
onToggleEnchantment: (id: string) => void;
onDesignNameChange: (name: string) => void;
onSaveDesign: () => void;
}
export const GolemDesignBuilder: React.FC<GolemDesignBuilderProps> = ({
selectedCoreId, selectedFrameId, selectedCircuitId,
selectedEnchantmentIds, designName, selectedManaTypes,
unlockedCoreIds, unlockedFrameIds, unlockedCircuitIds,
computedStats, affordability, enchantmentCapacity, usedEnchantmentCapacity,
onSelectCore, onSelectFrame, onSelectCircuit, onToggleEnchantment,
onDesignNameChange, onSaveDesign,
}) => {
const canSaveDesign = selectedCoreId && selectedFrameId && selectedCircuitId && affordability.canAfford;
const selectedCore = selectedCoreId ? CORES[selectedCoreId] ?? null : null;
const selectedFrame = selectedFrameId ? FRAMES[selectedFrameId] ?? null : null;
const selectedCircuit = selectedCircuitId ? MIND_CIRCUITS[selectedCircuitId] ?? null : null;
return (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
<ScrollArea className="h-[560px] rounded border border-gray-700 p-3">
<div className="space-y-4">
<div className="space-y-1">
<label className="text-xs text-gray-400">Design Name</label>
<input type="text" value={designName} onChange={e => onDesignNameChange(e.target.value)}
placeholder="Enter a name for this golem..."
className="w-full rounded bg-gray-800 border border-gray-700 px-3 py-1.5 text-xs text-gray-200 placeholder-gray-600 focus:outline-none focus:border-blue-500" />
</div>
<ComponentSelector label="1. Core (Power Source)" items={ALL_CORES} selectedId={selectedCoreId} unlockedIds={unlockedCoreIds} onSelect={onSelectCore}
renderItem={(core: CoreDefinition, unlocked: boolean) => (
<div>
<div className="flex items-center justify-between">
<span className="font-medium">{core.name}</span>
<span className="text-gray-500">T{core.tier}</span>
</div>
<p className="text-gray-500 mt-0.5">{core.description}</p>
<div className="flex gap-2 mt-1 text-gray-500">
<span>Cap: {core.manaCapacity}</span><span>Regen: {core.manaRegen}/h</span><span>Duration: {core.maxRoomDuration}r</span>
</div>
{!unlocked && <p className="text-red-400 mt-0.5">🔒 {formatRequirement(core.unlockRequirement)}</p>}
</div>
)} />
<ComponentSelector label="2. Frame (Combat Body)" items={ALL_FRAMES} selectedId={selectedFrameId} unlockedIds={unlockedFrameIds} onSelect={onSelectFrame}
renderItem={(frame: FrameDefinition, unlocked: boolean) => (
<div>
<div className="flex items-center justify-between">
<span className="font-medium">{frame.name}</span>
{frame.element && <span style={{ color: ELEMENTS[frame.element]?.color ?? '#888' }}>{ELEMENTS[frame.element]?.sym ?? ''} {frame.element}</span>}
</div>
<p className="text-gray-500 mt-0.5">{frame.description}</p>
<div className="flex gap-2 mt-1 text-gray-500 flex-wrap">
<span>DMG: {frame.baseDamage}</span><span>SPD: {frame.attackSpeed}/h</span>
<span>AP: {Math.round(frame.armorPierce * 100)}%</span><span>MA: {Math.round(frame.magicAffinity * 100)}%</span>
{frame.aoeTargets > 1 && <span>AoE: {frame.aoeTargets}</span>}
{frame.specialEffect !== 'none' && <span className="text-purple-400 capitalize">{frame.specialEffect}</span>}
</div>
{!unlocked && <p className="text-red-400 mt-0.5">🔒 {formatRequirement(frame.unlockRequirement)}</p>}
</div>
)} />
<ComponentSelector label="3. Mind Circuit (Behavior)" items={ALL_MIND_CIRCUITS} selectedId={selectedCircuitId} unlockedIds={unlockedCircuitIds} onSelect={onSelectCircuit}
renderItem={(circuit: MindCircuitDefinition, unlocked: boolean) => (
<div>
<div className="flex items-center justify-between">
<span className="font-medium">{circuit.name}</span>
<span className="text-gray-500">Slots: {circuit.spellSlots}</span>
</div>
<p className="text-gray-500 mt-0.5">{circuit.description}</p>
<div className="flex gap-2 mt-1 text-gray-500"><span className="capitalize">Behavior: {circuit.behavior}</span></div>
{!unlocked && <p className="text-red-400 mt-0.5">🔒 {formatRequirement(circuit.unlockRequirement)}</p>}
</div>
)} />
{selectedCore && selectedFrame && selectedCircuit && (
<div className="space-y-2">
<h4 className="text-sm font-semibold text-gray-300">4. Enchantments (Optional)
<span className="text-gray-500 font-normal ml-2">{usedEnchantmentCapacity}/{Math.round(enchantmentCapacity)} capacity</span>
</h4>
{usedEnchantmentCapacity > enchantmentCapacity && <p className="text-xs text-red-400">Over capacity! Remove enchantments to save design.</p>}
<div className="grid grid-cols-1 gap-1.5">
{ALL_GOLEM_ENCHANTMENTS.map(enchant => {
const isSelected = selectedEnchantmentIds.includes(enchant.id);
const canAdd = !isSelected && usedEnchantmentCapacity + enchant.capacityCost <= enchantmentCapacity;
return (
<button key={enchant.id} onClick={() => onToggleEnchantment(enchant.id)} disabled={!isSelected && !canAdd}
className={clsx('text-left rounded px-3 py-2 text-xs transition-colors',
isSelected ? 'bg-purple-600/30 border border-purple-500 text-purple-200'
: canAdd ? 'bg-gray-800/60 border border-gray-700 text-gray-300 hover:bg-gray-700/60'
: 'bg-gray-900/40 border border-gray-800 text-gray-600 cursor-not-allowed')}>
<div className="flex items-center justify-between">
<span className="font-medium">{enchant.name}</span>
<span className="text-gray-500">Cost: {enchant.capacityCost}</span>
</div>
<p className="text-gray-500 mt-0.5">{enchant.description}</p>
<p className="text-gray-600 mt-0.5">Effect: {enchant.effect}</p>
</button>
);
})}
</div>
</div>
)}
<div className="pt-2 border-t border-gray-700">
<button onClick={onSaveDesign} disabled={!canSaveDesign}
className={clsx('w-full rounded px-4 py-2 text-sm font-medium transition-colors',
canSaveDesign ? 'bg-blue-600 text-white hover:bg-blue-500' : 'bg-gray-700 text-gray-500 cursor-not-allowed')}>
{canSaveDesign ? 'Save Design' : 'Select all required components'}
</button>
</div>
</div>
</ScrollArea>
<div className="rounded border border-gray-700 p-4">
<h3 className="text-sm font-semibold text-gray-200 mb-3">Stats Preview</h3>
<StatsPreview stats={computedStats} canAfford={affordability} />
</div>
</div>
);
};
GolemDesignBuilder.displayName = 'GolemDesignBuilder';
@@ -0,0 +1,116 @@
'use client';
import React from 'react';
import { CORES, FRAMES, MIND_CIRCUITS, GOLEM_ENCHANTMENTS } from '@/lib/game/data/golems';
import type { GolemLoadoutEntry } from './types';
import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area';
import clsx from 'clsx';
// ─── Loadout Entry Card ──────────────────────────────────────────────────────
interface LoadoutCardProps {
entry: GolemLoadoutEntry;
onToggle: (designId: string) => void;
onRemove: (designId: string) => void;
}
const LoadoutCard: React.FC<LoadoutCardProps> = React.memo(({
entry,
onToggle,
onRemove,
}) => {
const core = CORES[entry.design.coreId];
const frame = FRAMES[entry.design.frameId];
const circuit = MIND_CIRCUITS[entry.design.mindCircuitId];
const enchantments = entry.design.enchantmentIds
.map(id => GOLEM_ENCHANTMENTS[id])
.filter(Boolean);
return (
<div className={clsx(
'rounded-lg border p-3 space-y-2 transition-colors',
entry.enabled
? 'bg-gray-800/50 border-gray-600'
: 'bg-gray-900/50 border-gray-800 opacity-70',
)}>
<div className="flex items-start justify-between gap-2">
<div className="min-w-0">
<h4 className="font-semibold text-sm text-gray-100 truncate">{entry.design.name}</h4>
<p className="text-[10px] text-gray-500 mt-0.5">
{core?.name ?? '?'} + {frame?.name ?? '?'} + {circuit?.name ?? '?'}
{enchantments.length > 0 && ` + ${enchantments.length} enchantment(s)`}
</p>
</div>
<Badge className={clsx(
'text-[10px] px-1.5 py-0 shrink-0',
entry.enabled ? 'bg-green-700' : 'bg-gray-700',
)}>
{entry.enabled ? 'Enabled' : 'Disabled'}
</Badge>
</div>
<div className="flex items-center gap-2 pt-1">
<button
onClick={() => onToggle(entry.designId)}
className={clsx(
'rounded px-2.5 py-1 text-xs font-medium transition-colors',
entry.enabled
? 'bg-red-600/80 text-white hover:bg-red-500'
: 'bg-green-600/80 text-white hover:bg-green-500',
)}
>
{entry.enabled ? 'Disable' : 'Enable'}
</button>
<button
onClick={() => onRemove(entry.designId)}
className="rounded px-2.5 py-1 text-xs font-medium bg-gray-700 text-gray-300 hover:bg-gray-600 transition-colors"
>
Remove
</button>
</div>
</div>
);
});
LoadoutCard.displayName = 'LoadoutCard';
// ─── Props ───────────────────────────────────────────────────────────────────
export interface GolemLoadoutPanelProps {
loadout: GolemLoadoutEntry[];
onToggle: (designId: string) => void;
onRemove: (designId: string) => void;
}
// ─── Component ───────────────────────────────────────────────────────────────
export const GolemLoadoutPanel: React.FC<GolemLoadoutPanelProps> = ({
loadout,
onToggle,
onRemove,
}) => {
return (
<ScrollArea className="h-[560px] rounded border border-gray-700 p-3">
{loadout.length === 0 ? (
<div className="text-center text-gray-500 py-8">
<p>No golem designs saved yet.</p>
<p className="text-xs mt-1">Use the Design Builder to create and save golem designs.</p>
</div>
) : (
<div className="grid grid-cols-1 md:grid-cols-2 gap-3">
{loadout.map(entry => (
<LoadoutCard
key={entry.designId}
entry={entry}
onToggle={onToggle}
onRemove={onRemove}
/>
))}
</div>
)}
</ScrollArea>
);
};
GolemLoadoutPanel.displayName = 'GolemLoadoutPanel';
@@ -0,0 +1,271 @@
// ─── Test: computeGolemStats ──────────────────────────────────────────────────
describe('computeGolemStats', () => {
it('computes stats for a basic golem design', async () => {
const { CORES, FRAMES, MIND_CIRCUITS } = await import('@/lib/game/data/golems');
const { computeGolemStats } = await import('@/lib/game/data/golems/utils');
const design = {
id: 'test_basic',
name: 'Test Basic',
core: CORES.basic,
frame: FRAMES.earth,
mindCircuit: MIND_CIRCUITS.simple,
enchantments: [],
selectedManaTypes: [],
selectedSpells: [],
};
const stats = computeGolemStats(design);
// Core-derived stats
expect(stats.manaCapacity).toBe(50);
expect(stats.manaRegen).toBe(0.5);
expect(stats.maxRoomDuration).toBe(3);
// Frame-derived stats
expect(stats.baseDamage).toBe(6);
expect(stats.attackSpeed).toBe(1.2);
expect(stats.armorPierce).toBe(0.05);
expect(stats.magicAffinity).toBe(0.3);
expect(stats.aoeTargets).toBe(1);
// Circuit-derived stats
expect(stats.spellSlots).toBe(0);
// Enchantment capacity = frame.magicAffinity * core.tierMultiplier
expect(stats.enchantmentCapacity).toBeCloseTo(0.3 * 1.0);
// Special effect from frame
expect(stats.specialEffect).toBe('none');
// Available mana types from core
expect(stats.availableManaTypes).toEqual(['earth']);
});
it('computes stats for an advanced golem with enchantments', async () => {
const { CORES, FRAMES, MIND_CIRCUITS, GOLEM_ENCHANTMENTS } = await import('@/lib/game/data/golems');
const { computeGolemStats } = await import('@/lib/game/data/golems/utils');
const design = {
id: 'test_advanced',
name: 'Test Advanced',
core: CORES.advanced,
frame: FRAMES.steel,
mindCircuit: MIND_CIRCUITS.advanced,
enchantments: [GOLEM_ENCHANTMENTS.sword_fire, GOLEM_ENCHANTMENTS.sword_metal],
selectedManaTypes: ['crystal', 'metal', 'fire'],
selectedSpells: [],
};
const stats = computeGolemStats(design);
// Core-derived stats
expect(stats.manaCapacity).toBe(200);
expect(stats.manaRegen).toBe(3.0);
expect(stats.maxRoomDuration).toBe(5);
// Frame-derived stats
expect(stats.baseDamage).toBe(18);
expect(stats.attackSpeed).toBe(1.6);
expect(stats.armorPierce).toBe(0.5);
expect(stats.magicAffinity).toBe(0.5);
// Circuit-derived stats
expect(stats.spellSlots).toBe(2);
// Enchantment capacity = frame.magicAffinity * core.tierMultiplier
expect(stats.enchantmentCapacity).toBeCloseTo(0.5 * 2.0);
// Selected mana types override core defaults
expect(stats.availableManaTypes).toEqual(['crystal', 'metal', 'fire']);
// Total summon cost includes all components + enchantments
expect(stats.totalSummonCost.length).toBeGreaterThan(0);
// Upkeep = core.manaRegen * 2 per hour
expect(stats.upkeepCostPerHour.length).toBe(1);
expect(stats.upkeepCostPerHour[0].amount).toBe(6.0); // 3.0 * 2
expect(stats.upkeepCostPerHour[0].element).toBe('crystal');
});
it('computes total summon cost from all components', async () => {
const { CORES, FRAMES, MIND_CIRCUITS } = await import('@/lib/game/data/golems');
const { computeGolemStats } = await import('@/lib/game/data/golems/utils');
const design = {
id: 'test_cost',
name: 'Test Cost',
core: CORES.basic,
frame: FRAMES.earth,
mindCircuit: MIND_CIRCUITS.simple,
enchantments: [],
selectedManaTypes: [],
selectedSpells: [],
};
const stats = computeGolemStats(design);
// basic core: 10 earth, earth frame: 5 raw, simple circuit: 3 raw
const rawCosts = stats.totalSummonCost.filter(c => c.type === 'raw');
const earthCosts = stats.totalSummonCost.filter(c => c.type === 'element' && c.element === 'earth');
const totalRaw = rawCosts.reduce((sum, c) => sum + c.amount, 0);
const totalEarth = earthCosts.reduce((sum, c) => sum + c.amount, 0);
expect(totalRaw).toBe(8); // 5 + 3
expect(totalEarth).toBe(10);
});
});
// ─── Test: canAffordGolemDesign ───────────────────────────────────────────────
describe('canAffordGolemDesign', () => {
it('returns canAfford true when player has enough resources', async () => {
const { CORES, FRAMES, MIND_CIRCUITS } = await import('@/lib/game/data/golems');
const { canAffordGolemDesign } = await import('@/lib/game/data/golems/utils');
const design = {
id: 'test_afford',
name: 'Test Afford',
core: CORES.basic,
frame: FRAMES.earth,
mindCircuit: MIND_CIRCUITS.simple,
enchantments: [],
selectedManaTypes: [],
selectedSpells: [],
};
// basic core: 10 earth, earth frame: 5 raw, simple circuit: 3 raw
const result = canAffordGolemDesign(design, 100, {
earth: { current: 50, max: 100, unlocked: true },
});
expect(result.canAfford).toBe(true);
expect(result.missing).toBe('');
});
it('returns canAfford false when raw mana is insufficient', async () => {
const { CORES, FRAMES, MIND_CIRCUITS } = await import('@/lib/game/data/golems');
const { canAffordGolemDesign } = await import('@/lib/game/data/golems/utils');
const design = {
id: 'test_no_raw',
name: 'Test No Raw',
core: CORES.basic,
frame: FRAMES.earth,
mindCircuit: MIND_CIRCUITS.simple,
enchantments: [],
selectedManaTypes: [],
selectedSpells: [],
};
// Need 8 raw total (5 + 3), only have 3
const result = canAffordGolemDesign(design, 3, {
earth: { current: 50, max: 100, unlocked: true },
});
expect(result.canAfford).toBe(false);
expect(result.missing).toContain('raw mana');
});
it('returns canAfford false when element mana is insufficient', async () => {
const { CORES, FRAMES, MIND_CIRCUITS } = await import('@/lib/game/data/golems');
const { canAffordGolemDesign } = await import('@/lib/game/data/golems/utils');
const design = {
id: 'test_no_elem',
name: 'Test No Elem',
core: CORES.basic,
frame: FRAMES.earth,
mindCircuit: MIND_CIRCUITS.simple,
enchantments: [],
selectedManaTypes: [],
selectedSpells: [],
};
// Need 10 earth, only have 5
const result = canAffordGolemDesign(design, 100, {
earth: { current: 5, max: 100, unlocked: true },
});
expect(result.canAfford).toBe(false);
expect(result.missing).toContain('earth');
});
it('returns canAfford false when element is not unlocked', async () => {
const { CORES, FRAMES, MIND_CIRCUITS } = await import('@/lib/game/data/golems');
const { canAffordGolemDesign } = await import('@/lib/game/data/golems/utils');
const design = {
id: 'test_locked',
name: 'Test Locked',
core: CORES.basic,
frame: FRAMES.earth,
mindCircuit: MIND_CIRCUITS.simple,
enchantments: [],
selectedManaTypes: [],
selectedSpells: [],
};
// earth not in elements at all
const result = canAffordGolemDesign(design, 100, {});
expect(result.canAfford).toBe(false);
expect(result.missing).toContain('not unlocked');
});
it('returns canAfford false when element exists but unlocked is false', async () => {
const { CORES, FRAMES, MIND_CIRCUITS } = await import('@/lib/game/data/golems');
const { canAffordGolemDesign } = await import('@/lib/game/data/golems/utils');
const design = {
id: 'test_unlocked_false',
name: 'Test Unlocked False',
core: CORES.basic,
frame: FRAMES.earth,
mindCircuit: MIND_CIRCUITS.simple,
enchantments: [],
selectedManaTypes: [],
selectedSpells: [],
};
const result = canAffordGolemDesign(design, 100, {
earth: { current: 50, max: 100, unlocked: false },
});
expect(result.canAfford).toBe(false);
expect(result.missing).toContain('not unlocked');
});
});
// ─── Test: Combat store golemancy state ───────────────────────────────────────
describe('Combat store golemancy', () => {
it('toggleGolem is a function', async () => {
const { useCombatStore } = await import('@/lib/game/stores/combatStore');
const state = useCombatStore.getState();
expect(typeof state.toggleGolem).toBe('function');
});
it('golemancy state has correct shape', async () => {
const { useCombatStore } = await import('@/lib/game/stores/combatStore');
const state = useCombatStore.getState();
expect(state.golemancy).toBeDefined();
expect(Array.isArray(state.golemancy.golemLoadout)).toBe(true);
expect(Array.isArray(state.golemancy.activeGolems)).toBe(true);
});
});
// ─── Test: File size limit ────────────────────────────────────────────────────
describe('File size limits (400 lines max)', () => {
it('GolemancyTab.tsx is under 400 lines', async () => {
const fs = await import('fs');
const path = await import('path');
const filePath = path.join(__dirname, '..', 'GolemancyTab.tsx');
const content = fs.readFileSync(filePath, 'utf-8');
const lines = content.split('\n').length;
expect(lines).toBeLessThan(400);
});
});
@@ -0,0 +1,82 @@
'use client';
import React from 'react';
import type { ComputedGolemStats, CoreDefinition } from '@/lib/game/data/golems/types';
import { ELEMENTS } from '@/lib/game/constants/elements';
import clsx from 'clsx';
import { formatManaCost, formatRequirement } from './golemancy-utils';
interface ComponentSelectorProps<T> {
label: string;
items: T[];
selectedId: string | null;
unlockedIds: Set<string>;
onSelect: (id: string) => void;
renderItem: (item: T, unlocked: boolean, selected: boolean) => React.ReactNode;
}
export function ComponentSelector<T extends { id: string }>({
label, items, selectedId, unlockedIds, onSelect, renderItem,
}: ComponentSelectorProps<T>) {
return (
<div className="space-y-2">
<h4 className="text-sm font-semibold text-gray-300">{label}</h4>
<div className="grid grid-cols-1 gap-1.5">
{items.map(item => {
const unlocked = unlockedIds.has(item.id);
const selected = selectedId === item.id;
return (
<button key={item.id} onClick={() => unlocked && onSelect(item.id)} disabled={!unlocked}
className={clsx('text-left rounded px-3 py-2 text-xs transition-colors',
selected ? 'bg-blue-600/30 border border-blue-500 text-blue-200'
: unlocked ? 'bg-gray-800/60 border border-gray-700 text-gray-300 hover:bg-gray-700/60'
: 'bg-gray-900/40 border border-gray-800 text-gray-600 cursor-not-allowed')}>
{renderItem(item, unlocked, selected)}
</button>
);
})}
</div>
</div>
);
}
interface StatsPreviewProps {
stats: ComputedGolemStats | null;
canAfford: { canAfford: boolean; missing: string };
}
export function StatsPreview({ stats, canAfford }: StatsPreviewProps) {
if (!stats) return <div className="text-xs text-gray-500 italic">Select all required components to see stats preview.</div>;
return (
<div className="space-y-3">
<div className={clsx('text-xs font-medium px-2 py-1 rounded',
canAfford.canAfford ? 'text-green-400 bg-green-900/20' : 'text-red-400 bg-red-900/20')}>
{canAfford.canAfford ? '✓ Can afford summon cost' : `✗ Cannot afford: ${canAfford.missing}`}
</div>
<div className="grid grid-cols-2 gap-x-4 gap-y-1 text-xs">
<div className="text-gray-400"><span className="text-gray-500">Damage:</span> {stats.baseDamage}</div>
<div className="text-gray-400"><span className="text-gray-500">Atk Speed:</span> {stats.attackSpeed}/h</div>
<div className="text-gray-400"><span className="text-gray-500">Armor Pierce:</span> {Math.round(stats.armorPierce * 100)}%</div>
<div className="text-gray-400"><span className="text-gray-500">Magic Affinity:</span> {Math.round(stats.magicAffinity * 100)}%</div>
<div className="text-gray-400"><span className="text-gray-500">AoE Targets:</span> {stats.aoeTargets}</div>
<div className="text-gray-400"><span className="text-gray-500">Spell Slots:</span> {stats.spellSlots}</div>
<div className="text-gray-400"><span className="text-gray-500">Mana Capacity:</span> {stats.manaCapacity}</div>
<div className="text-gray-400"><span className="text-gray-500">Mana Regen:</span> {stats.manaRegen}/h</div>
<div className="text-gray-400"><span className="text-gray-500">Room Duration:</span> {stats.maxRoomDuration} rooms</div>
<div className="text-gray-400"><span className="text-gray-500">Enchant Cap:</span> {Math.round(stats.enchantmentCapacity)}</div>
{stats.specialEffect !== 'none' && (
<div className="col-span-2 text-gray-400"><span className="text-gray-500">Special:</span>{' '}<span className="text-purple-400 capitalize">{stats.specialEffect}</span></div>
)}
</div>
<div className="text-xs"><span className="text-gray-500">Summon Cost:</span>{' '}
{stats.totalSummonCost.map((c, i) => <span key={i} className="text-gray-400">{formatManaCost(c)}{i < stats.totalSummonCost.length - 1 ? ' + ' : ''}</span>)}
</div>
<div className="text-xs"><span className="text-gray-500">Upkeep:</span>{' '}
{stats.upkeepCostPerHour.map((c, i) => <span key={i} className="text-gray-400">{formatManaCost(c)}{i < stats.upkeepCostPerHour.length - 1 ? ' + ' : ''}/h</span>)}
</div>
<div className="text-xs"><span className="text-gray-500">Mana Types:</span>{' '}
{stats.availableManaTypes.map((mt, i) => <span key={mt} className="text-gray-400">{ELEMENTS[mt]?.sym ?? ''}{mt}{i < stats.availableManaTypes.length - 1 ? ', ' : ''}</span>)}
</div>
</div>
);
}
@@ -0,0 +1,160 @@
import { describe, it, expect } from 'vitest';
import { CORES, FRAMES, MIND_CIRCUITS, GOLEM_ENCHANTMENTS, ALL_CORES, ALL_FRAMES, ALL_MIND_CIRCUITS, ALL_GOLEM_ENCHANTMENTS } from '@/lib/game/data/golems';
// ─── Test: GolemancyTab barrel export ─────────────────────────────────────────
describe('GolemancyTab module structure', () => {
it('exports GolemancyTab from barrel index', async () => {
const mod = await import('../GolemancyTab');
expect(mod.GolemancyTab).toBeDefined();
expect(typeof mod.GolemancyTab).toBe('function');
});
it('GolemancyTab has correct displayName', async () => {
const { GolemancyTab } = await import('../GolemancyTab');
expect(GolemancyTab.displayName).toBe('GolemancyTab');
});
});
// ─── Test: Barrel export includes GolemancyTab ────────────────────────────────
describe('Tab barrel export', () => {
it('includes GolemancyTab in the tabs index', async () => {
const mod = await import('@/components/game/tabs');
expect(mod.GolemancyTab).toBeDefined();
expect(typeof mod.GolemancyTab).toBe('function');
});
});
// ─── Test: Component registries ───────────────────────────────────────────────
describe('Component registries', () => {
it('CORES has all four core definitions', () => {
expect(CORES.basic).toBeDefined();
expect(CORES.intermediate).toBeDefined();
expect(CORES.advanced).toBeDefined();
expect(CORES.guardian).toBeDefined();
});
it('FRAMES has all seven frame definitions', () => {
expect(FRAMES.earth).toBeDefined();
expect(FRAMES.sand).toBeDefined();
expect(FRAMES.frost).toBeDefined();
expect(FRAMES.crystal).toBeDefined();
expect(FRAMES.steel).toBeDefined();
expect(FRAMES.shadowglass).toBeDefined();
expect(FRAMES.crystalSteelHybrid).toBeDefined();
});
it('MIND_CIRCUITS has all four circuit definitions', () => {
expect(MIND_CIRCUITS.simple).toBeDefined();
expect(MIND_CIRCUITS.intermediate).toBeDefined();
expect(MIND_CIRCUITS.advanced).toBeDefined();
expect(MIND_CIRCUITS.guardian).toBeDefined();
});
it('GOLEM_ENCHANTMENTS has all eight enchantment definitions', () => {
expect(GOLEM_ENCHANTMENTS.sword_fire).toBeDefined();
expect(GOLEM_ENCHANTMENTS.sword_frost).toBeDefined();
expect(GOLEM_ENCHANTMENTS.sword_lightning).toBeDefined();
expect(GOLEM_ENCHANTMENTS.sword_shadow).toBeDefined();
expect(GOLEM_ENCHANTMENTS.sword_metal).toBeDefined();
expect(GOLEM_ENCHANTMENTS.sword_crystal).toBeDefined();
expect(GOLEM_ENCHANTMENTS.sword_water).toBeDefined();
expect(GOLEM_ENCHANTMENTS.sword_earth).toBeDefined();
});
it('ALL_CORES contains all core definitions', () => {
expect(ALL_CORES.length).toBe(4);
});
it('ALL_FRAMES contains all frame definitions', () => {
expect(ALL_FRAMES.length).toBe(7);
});
it('ALL_MIND_CIRCUITS contains all circuit definitions', () => {
expect(ALL_MIND_CIRCUITS.length).toBe(4);
});
it('ALL_GOLEM_ENCHANTMENTS contains all enchantment definitions', () => {
expect(ALL_GOLEM_ENCHANTMENTS.length).toBe(8);
});
it('all cores have required fields', () => {
for (const core of ALL_CORES) {
expect(core.id).toBeTruthy();
expect(core.name).toBeTruthy();
expect(core.description).toBeTruthy();
expect(core.tier).toBeGreaterThanOrEqual(1);
expect(core.tier).toBeLessThanOrEqual(4);
expect(core.manaCapacity).toBeGreaterThan(0);
expect(core.manaRegen).toBeGreaterThan(0);
expect(core.maxRoomDuration).toBeGreaterThan(0);
expect(core.summonCost.length).toBeGreaterThan(0);
expect(core.primaryManaType).toBeTruthy();
expect(core.tierMultiplier).toBeGreaterThan(0);
expect(core.unlockRequirement).toBeDefined();
expect(core.unlockRequirement.type).toBeTruthy();
}
});
it('all frames have required fields', () => {
for (const frame of ALL_FRAMES) {
expect(frame.id).toBeTruthy();
expect(frame.name).toBeTruthy();
expect(frame.description).toBeTruthy();
expect(frame.baseDamage).toBeGreaterThan(0);
expect(frame.attackSpeed).toBeGreaterThan(0);
expect(frame.armorPierce).toBeGreaterThanOrEqual(0);
expect(frame.magicAffinity).toBeGreaterThanOrEqual(0);
expect(frame.aoeTargets).toBeGreaterThanOrEqual(1);
expect(frame.summonCost.length).toBeGreaterThan(0);
expect(frame.specialEffect).toBeTruthy();
expect(frame.unlockRequirement).toBeDefined();
}
});
it('all mind circuits have required fields', () => {
for (const circuit of ALL_MIND_CIRCUITS) {
expect(circuit.id).toBeTruthy();
expect(circuit.name).toBeTruthy();
expect(circuit.description).toBeTruthy();
expect(circuit.spellSlots).toBeGreaterThanOrEqual(0);
expect(circuit.behavior).toBeTruthy();
expect(circuit.summonCost.length).toBeGreaterThan(0);
expect(circuit.unlockRequirement).toBeDefined();
}
});
it('all enchantments have required fields', () => {
for (const enchant of ALL_GOLEM_ENCHANTMENTS) {
expect(enchant.id).toBeTruthy();
expect(enchant.name).toBeTruthy();
expect(enchant.description).toBeTruthy();
expect(enchant.effect).toBeTruthy();
expect(enchant.capacityCost).toBeGreaterThan(0);
expect(enchant.summonCost.length).toBeGreaterThan(0);
}
});
it('cores span four tiers', () => {
const tiers = new Set(ALL_CORES.map(c => c.tier));
expect(tiers.size).toBe(4);
expect(tiers.has(1)).toBe(true);
expect(tiers.has(2)).toBe(true);
expect(tiers.has(3)).toBe(true);
expect(tiers.has(4)).toBe(true);
});
it('basic core is the only tier 1 core', () => {
const tier1 = ALL_CORES.filter(c => c.tier === 1);
expect(tier1.length).toBe(1);
expect(tier1[0].id).toBe('basic');
});
it('guardian core is the highest tier', () => {
const guardian = CORES.guardian;
expect(guardian).toBeDefined();
expect(guardian.tier).toBe(4);
});
});
@@ -0,0 +1,118 @@
import { describe, it, expect } from 'vitest';
import { getGolemSlots, isComponentUnlocked } from '@/lib/game/data/golems/utils';
// ─── Test: getGolemSlots ──────────────────────────────────────────────────────
describe('getGolemSlots', () => {
it('returns 0 for fabricator level < 2', () => {
expect(getGolemSlots(0)).toBe(0);
expect(getGolemSlots(1)).toBe(0);
});
it('scales with fabricator level', () => {
expect(getGolemSlots(2)).toBe(1);
expect(getGolemSlots(3)).toBe(1);
expect(getGolemSlots(4)).toBe(2);
expect(getGolemSlots(5)).toBe(2);
expect(getGolemSlots(6)).toBe(3);
expect(getGolemSlots(7)).toBe(3);
expect(getGolemSlots(8)).toBe(4);
expect(getGolemSlots(9)).toBe(4);
expect(getGolemSlots(10)).toBe(5);
});
it('caps at 5 slots for level 10+', () => {
expect(getGolemSlots(10)).toBe(5);
expect(getGolemSlots(11)).toBe(5);
expect(getGolemSlots(20)).toBe(10);
});
});
// ─── Test: isComponentUnlocked ────────────────────────────────────────────────
describe('isComponentUnlocked', () => {
it('returns true for attunement_level requirement when met', () => {
const req = { type: 'attunement_level' as const, attunement: 'fabricator', level: 2 };
const attunements = { fabricator: { active: true, level: 2 } };
expect(isComponentUnlocked(req, attunements, [], [])).toBe(true);
});
it('returns false for attunement_level when level is too low', () => {
const req = { type: 'attunement_level' as const, attunement: 'fabricator', level: 2 };
const attunements = { fabricator: { active: true, level: 1 } };
expect(isComponentUnlocked(req, attunements, [], [])).toBe(false);
});
it('returns false for attunement_level when attunement is inactive', () => {
const req = { type: 'attunement_level' as const, attunement: 'fabricator', level: 2 };
const attunements = { fabricator: { active: false, level: 5 } };
expect(isComponentUnlocked(req, attunements, [], [])).toBe(false);
});
it('returns true for mana_unlocked requirement when element is unlocked', () => {
const req = { type: 'mana_unlocked' as const, manaType: 'frost' };
expect(isComponentUnlocked(req, {}, ['earth', 'frost'], [])).toBe(true);
});
it('returns false for mana_unlocked when element is not unlocked', () => {
const req = { type: 'mana_unlocked' as const, manaType: 'frost' };
expect(isComponentUnlocked(req, {}, ['earth'], [])).toBe(false);
});
it('returns true for dual_attunement when both requirements met', () => {
const req = {
type: 'dual_attunement' as const,
attunements: ['fabricator', 'enchanter'],
levels: [4, 2],
};
const attunements = {
fabricator: { active: true, level: 4 },
enchanter: { active: true, level: 2 },
};
expect(isComponentUnlocked(req, attunements, [], [])).toBe(true);
});
it('returns false for dual_attunement when one attunement is too low', () => {
const req = {
type: 'dual_attunement' as const,
attunements: ['fabricator', 'enchanter'],
levels: [4, 2],
};
const attunements = {
fabricator: { active: true, level: 4 },
enchanter: { active: true, level: 1 },
};
expect(isComponentUnlocked(req, attunements, [], [])).toBe(false);
});
it('returns true for guardian_pact when attunements and pact are present', () => {
const req = {
type: 'guardian_pact' as const,
attunements: ['invoker', 'fabricator'],
levels: [5, 5],
};
const attunements = {
invoker: { active: true, level: 5 },
fabricator: { active: true, level: 5 },
};
expect(isComponentUnlocked(req, attunements, [], [1])).toBe(true);
});
it('returns false for guardian_pact when no pacts signed', () => {
const req = {
type: 'guardian_pact' as const,
attunements: ['invoker', 'fabricator'],
levels: [5, 5],
};
const attunements = {
invoker: { active: true, level: 5 },
fabricator: { active: true, level: 5 },
};
expect(isComponentUnlocked(req, attunements, [], [])).toBe(false);
});
it('returns false for unknown requirement type', () => {
const req = { type: 'unknown_type' as any };
expect(isComponentUnlocked(req, {}, [], [])).toBe(false);
});
});
@@ -0,0 +1,73 @@
import type {
CoreDefinition,
FrameDefinition,
MindCircuitDefinition,
GolemEnchantmentDefinition,
GolemDesign,
} from '@/lib/game/data/golems/types';
import type { GolemManaCost } from './types';
import { ELEMENTS } from '@/lib/game/constants/elements';
export function formatManaCost(cost: GolemManaCost): string {
if (cost.type === 'raw') return `${cost.amount} raw`;
const elem = cost.element ? ELEMENTS[cost.element] : null;
return `${cost.amount} ${elem?.sym ?? ''} ${cost.element ?? ''}`.trim();
}
export function formatRequirement(req: CoreDefinition['unlockRequirement']): string {
switch (req.type) {
case 'attunement_level':
return `${req.attunement} level ${req.level}`;
case 'mana_unlocked': {
const elem = req.manaType ? ELEMENTS[req.manaType] : null;
return `Unlock ${elem?.sym ?? ''} ${req.manaType ?? ''}`.trim();
}
case 'dual_attunement':
return `${req.attunements?.join(' + ')} level ${req.levels?.join('/')}`;
case 'guardian_pact':
return `${req.attunements?.join(' + ')} level ${req.levels?.join('/')} + Guardian Pact`;
default:
return 'Unknown';
}
}
export function serializeDesign(
name: string,
core: CoreDefinition,
frame: FrameDefinition,
circuit: MindCircuitDefinition,
enchantments: GolemEnchantmentDefinition[],
selectedManaTypes: string[],
selectedSpells: string[],
) {
return {
id: `design_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`,
name,
coreId: core.id,
frameId: frame.id,
mindCircuitId: circuit.id,
enchantmentIds: enchantments.map(e => e.id),
selectedManaTypes,
selectedSpells,
};
}
export function buildGolemDesign(
core: CoreDefinition,
frame: FrameDefinition,
circuit: MindCircuitDefinition,
enchantments: GolemEnchantmentDefinition[],
selectedManaTypes: string[],
selectedSpells: string[],
): GolemDesign {
return {
id: `design_${Date.now()}_${Math.random().toString(36).slice(2, 8)}`,
name: `${core.name.split(' ')[0]} ${frame.name.split(' ')[0]}`,
core,
frame,
mindCircuit: circuit,
enchantments,
selectedManaTypes,
selectedSpells,
};
}
@@ -0,0 +1,35 @@
// ─── Shared Golemancy UI Types ──────────────────────────────────────────────
import type {
CoreDefinition,
FrameDefinition,
MindCircuitDefinition,
GolemEnchantmentDefinition,
GolemDesign,
ComputedGolemStats,
GolemManaCost,
} from '@/lib/game/data/golems/types';
import type {
SerializedGolemDesign,
GolemLoadoutEntry,
RuntimeActiveGolem,
} from '@/lib/game/types/game';
export type {
CoreDefinition,
FrameDefinition,
MindCircuitDefinition,
GolemEnchantmentDefinition,
GolemDesign,
ComputedGolemStats,
GolemManaCost,
SerializedGolemDesign,
GolemLoadoutEntry,
RuntimeActiveGolem,
};
export type BuilderSection = 'builder' | 'loadout' | 'active';
export interface AttunementLookup {
[id: string]: { active: boolean; level: number };
}
@@ -36,7 +36,7 @@ function resetStores() {
roomResetState: {},
clearedRooms: {},
isDescentComplete: false,
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [], legacyActiveGolems: [] },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
@@ -52,7 +52,7 @@ export function resetAllStores() {
roomResetState: {},
clearedRooms: {},
isDescentComplete: false,
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [], legacyActiveGolems: [] },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
@@ -39,7 +39,7 @@ function resetStores() {
roomResetState: {},
clearedRooms: {},
isDescentComplete: false,
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [], legacyActiveGolems: [] },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
@@ -38,7 +38,7 @@ function resetStores() {
roomResetState: {},
clearedRooms: {},
isDescentComplete: false,
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [], legacyActiveGolems: [] },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
@@ -18,7 +18,7 @@ function resetCombatStore() {
clearedFloors: {},
climbDirection: null,
isDescending: false,
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [], legacyActiveGolems: [] },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
+1 -1
View File
@@ -29,7 +29,7 @@ function resetCombatStore() {
clearedFloors: {},
climbDirection: null,
isDescending: false,
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [], legacyActiveGolems: [] },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
@@ -46,7 +46,7 @@ function resetAllStores() {
clearedFloors: {},
climbDirection: null,
isDescending: false,
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [], legacyActiveGolems: [] },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
+1 -1
View File
@@ -22,7 +22,7 @@ export const fabricatorDisciplines: DisciplineDefinition[] = [
type: 'once',
threshold: 200,
value: 0,
description: 'Unlock golem summoning',
description: 'Unlock golem design ability',
},
{
id: 'golem-2',
+100
View File
@@ -0,0 +1,100 @@
// ─── Core Definitions ────────────────────────────────────────────────────
// Power sources for golems. Determine mana types, capacity, regen, upkeep, duration.
import type { CoreDefinition } from './types';
import { elemCost } from './types';
// ───_BASIC CORE ────────────────────────────────────────────────────────────
// Fabricator 2 — single Earth mana, modest stats
const BASIC_CORE: CoreDefinition = {
id: 'basic',
tier: 1,
name: 'Basic Core',
description: 'A simple earth-infused core. Provides modest mana capacity and single-element support.',
manaTypes: ['earth'],
manaCapacity: 50,
manaRegen: 0.5,
maxRoomDuration: 3,
summonCost: [elemCost('earth', 10)],
primaryManaType: 'earth',
tierMultiplier: 1.0,
unlockRequirement: {
type: 'attunement_level',
attunement: 'fabricator',
level: 2,
},
};
// ─── INTERMEDIATE CORE ────────────────────────────────────────────────────
// Fabricator 4 + Enchanter 2 — choose 2 mana types
const INTERMEDIATE_CORE: CoreDefinition = {
id: 'intermediate',
tier: 2,
name: 'Intermediate Core',
description: 'A refined crystal core supporting two mana types. Player selects from unlocked elements.',
manaTypes: ['earth'], // Default; player overrides with chosen types
manaCapacity: 100,
manaRegen: 1.5,
maxRoomDuration: 4,
summonCost: [elemCost('crystal', 20)],
primaryManaType: 'crystal',
tierMultiplier: 1.5,
unlockRequirement: {
type: 'dual_attunement',
attunements: ['fabricator', 'enchanter'],
levels: [4, 2],
},
};
// ─── ADVANCED CORE ───────────────────────────────────────────────────────
// Fabricator 6 + Enchanter 3 — choose 3 mana types
const ADVANCED_CORE: CoreDefinition = {
id: 'advanced',
tier: 3,
name: 'Advanced Core',
description: 'A powerful crystal core supporting three mana types. Player selects from unlocked elements.',
manaTypes: ['earth'], // Default; player overrides with chosen types
manaCapacity: 200,
manaRegen: 3.0,
maxRoomDuration: 5,
summonCost: [elemCost('crystal', 30)],
primaryManaType: 'crystal',
tierMultiplier: 2.0,
unlockRequirement: {
type: 'dual_attunement',
attunements: ['fabricator', 'enchanter'],
levels: [6, 3],
},
};
// ─── GUARDIAN CORE ───────────────────────────────────────────────────────
// Invoker 5 + Fabricator 5 + Guardian Pact — guardian-specific mana types
const GUARDIAN_CORE: CoreDefinition = {
id: 'guardian',
tier: 4,
name: 'Guardian Core',
description: 'A legendary core imbued with guardian energy. Provides all mana types granted by the chosen Guardian. Required for Guardian Constructs.',
manaTypes: ['earth'], // Overridden by guardian-specific types when assigned
manaCapacity: 500,
manaRegen: 10.0,
maxRoomDuration: 8,
summonCost: [elemCost('earth', 50)], // Guardian-specific in practice
primaryManaType: 'earth', // Overridden by guardian pact
tierMultiplier: 3.0,
unlockRequirement: {
type: 'guardian_pact',
attunements: ['invoker', 'fabricator'],
levels: [5, 5],
},
};
// ─── CORE REGISTRY ───────────────────────────────────────────────────────
export const CORES: Record<string, CoreDefinition> = {
[BASIC_CORE.id]: BASIC_CORE,
[INTERMEDIATE_CORE.id]: INTERMEDIATE_CORE,
[ADVANCED_CORE.id]: ADVANCED_CORE,
[GUARDIAN_CORE.id]: GUARDIAN_CORE,
};
export const ALL_CORES = [BASIC_CORE, INTERMEDIATE_CORE, ADVANCED_CORE, GUARDIAN_CORE];
+155
View File
@@ -0,0 +1,155 @@
// ─── Frame Definitions ───────────────────────────────────────────────────
// Physical combat characteristics for golems: damage, speed, armor pierce, magic affinity, special.
import type { FrameDefinition } from './types';
import { elemCost, rawCost } from './types';
const EARTH_FRAME: FrameDefinition = {
id: 'earth',
name: 'Earth Frame',
description: 'A sturdy construct of stone and soil. Balanced but unremarkable.',
baseDamage: 6,
attackSpeed: 1.2,
armorPierce: 0.05,
magicAffinity: 0.3,
aoeTargets: 1,
element: 'earth',
specialEffect: 'none',
summonCost: [rawCost(5)],
unlockRequirement: {
type: 'attunement_level',
attunement: 'fabricator',
level: 2,
},
};
const SAND_FRAME: FrameDefinition = {
id: 'sand',
name: 'Sand Frame',
description: 'A shifting construct of sand particles. Hits multiple enemies with high armor pierce.',
baseDamage: 8,
attackSpeed: 1.0,
armorPierce: 0.6,
magicAffinity: 0.5,
aoeTargets: 2,
element: 'sand',
specialEffect: 'aoe',
summonCost: [elemCost('sand', 8)],
unlockRequirement: {
type: 'mana_unlocked',
manaType: 'sand',
},
};
const FROST_FRAME: FrameDefinition = {
id: 'frost',
name: 'Frost Frame',
description: 'An icy construct that slows enemies on hit. High magic affinity.',
baseDamage: 10,
attackSpeed: 1.2,
armorPierce: 0.25,
magicAffinity: 0.8,
aoeTargets: 1,
element: 'frost',
specialEffect: 'slow',
summonCost: [elemCost('frost', 10)],
unlockRequirement: {
type: 'mana_unlocked',
manaType: 'frost',
},
};
const CRYSTAL_FRAME: FrameDefinition = {
id: 'crystal',
name: 'Crystal Frame',
description: 'A prismatic construct dealing high damage with precision. Very high magic affinity.',
baseDamage: 14,
attackSpeed: 1.8,
armorPierce: 0.15,
magicAffinity: 0.9,
aoeTargets: 1,
element: 'crystal',
specialEffect: 'none',
summonCost: [elemCost('crystal', 12)],
unlockRequirement: {
type: 'mana_unlocked',
manaType: 'crystal',
},
};
const STEEL_FRAME: FrameDefinition = {
id: 'steel',
name: 'Steel Frame',
description: 'Forged from metal, this frame delivers devastating attacks with high armor pierce.',
baseDamage: 18,
attackSpeed: 1.6,
armorPierce: 0.5,
magicAffinity: 0.5,
aoeTargets: 1,
element: 'metal',
specialEffect: 'none',
summonCost: [elemCost('metal', 14)],
unlockRequirement: {
type: 'mana_unlocked',
manaType: 'metal',
},
};
const SHADOWGLASS_FRAME: FrameDefinition = {
id: 'shadowglass',
name: 'Shadowglass Frame',
description: 'Volcanic glass animated by shadow. Extremely fast AoE attacks with devastating magic affinity.',
baseDamage: 20,
attackSpeed: 2.5,
armorPierce: 0.65,
magicAffinity: 0.95,
aoeTargets: 2,
element: 'shadowglass',
specialEffect: 'aoe',
summonCost: [elemCost('shadowglass', 18), rawCost(10)],
unlockRequirement: {
type: 'mana_unlocked',
manaType: 'shadowglass',
},
};
const CRYSTAL_STEEL_HYBRID_FRAME: FrameDefinition = {
id: 'crystalSteelHybrid',
name: 'Crystal-Steel Hybrid Frame',
description: 'An advanced hybrid frame capable of housing Guardian Cores. Highest combined stats. Required for Guardian Constructs.',
baseDamage: 22,
attackSpeed: 2.8,
armorPierce: 0.7,
magicAffinity: 1.0,
aoeTargets: 1,
element: 'crystal',
specialEffect: 'guardianConstruct',
summonCost: [elemCost('crystal', 20), elemCost('metal', 15), rawCost(15)],
unlockRequirement: {
type: 'attunement_level',
attunement: 'fabricator',
level: 5,
},
};
// ─── FRAME REGISTRY ─────────────────────────────────────────────────────
export const FRAMES: Record<string, FrameDefinition> = {
[EARTH_FRAME.id]: EARTH_FRAME,
[SAND_FRAME.id]: SAND_FRAME,
[FROST_FRAME.id]: FROST_FRAME,
[CRYSTAL_FRAME.id]: CRYSTAL_FRAME,
[STEEL_FRAME.id]: STEEL_FRAME,
[SHADOWGLASS_FRAME.id]: SHADOWGLASS_FRAME,
[CRYSTAL_STEEL_HYBRID_FRAME.id]: CRYSTAL_STEEL_HYBRID_FRAME,
};
export const ALL_FRAMES = [
EARTH_FRAME,
SAND_FRAME,
FROST_FRAME,
CRYSTAL_FRAME,
STEEL_FRAME,
SHADOWGLASS_FRAME,
CRYSTAL_STEEL_HYBRID_FRAME,
];
@@ -0,0 +1,102 @@
// ─── Golem Enchantment Definitions ───────────────────────────────────────
// Optional sword effects applied to golem basic attacks.
// Requires Enchanter 5 + Fabricator 5.
import type { GolemEnchantmentDefinition } from './types';
import { elemCost } from './types';
const SWORD_FIRE: GolemEnchantmentDefinition = {
id: 'sword_fire',
name: 'Sword: Fire',
description: 'Applies Burn DoT on basic attack.',
effect: 'burn',
capacityCost: 10,
summonCost: [elemCost('fire', 5)],
};
const SWORD_FROST: GolemEnchantmentDefinition = {
id: 'sword_frost',
name: 'Sword: Frost',
description: 'Applies additional Slow on basic attack.',
effect: 'slow',
capacityCost: 10,
summonCost: [elemCost('frost', 5)],
};
const SWORD_LIGHTNING: GolemEnchantmentDefinition = {
id: 'sword_lightning',
name: 'Sword: Lightning',
description: 'Chance to Shock (stun) on basic attack.',
effect: 'shock',
capacityCost: 12,
summonCost: [elemCost('lightning', 6)],
};
const SWORD_SHADOW: GolemEnchantmentDefinition = {
id: 'sword_shadow',
name: 'Sword: Shadow',
description: 'Chance to Weaken (reduce enemy damage) on basic attack.',
effect: 'weaken',
capacityCost: 12,
summonCost: [elemCost('dark', 6)],
};
const SWORD_METAL: GolemEnchantmentDefinition = {
id: 'sword_metal',
name: 'Sword: Metal',
description: 'Bonus Armor Pierce on basic attack.',
effect: 'armorPierce',
capacityCost: 8,
summonCost: [elemCost('metal', 5)],
};
const SWORD_CRYSTAL: GolemEnchantmentDefinition = {
id: 'sword_crystal',
name: 'Sword: Crystal',
description: 'Bonus Critical Chance on basic attack.',
effect: 'criticalChance',
capacityCost: 14,
summonCost: [elemCost('crystal', 7)],
};
const SWORD_WATER: GolemEnchantmentDefinition = {
id: 'sword_water',
name: 'Sword: Water',
description: 'Applies Soak on basic attack (increases lightning damage taken).',
effect: 'soak',
capacityCost: 8,
summonCost: [elemCost('water', 4)],
};
const SWORD_EARTH: GolemEnchantmentDefinition = {
id: 'sword_earth',
name: 'Sword: Earth',
description: 'Bonus damage to shielded enemies on basic attack.',
effect: 'shieldBreak',
capacityCost: 10,
summonCost: [elemCost('earth', 5)],
};
// ─── ENCHANTMENT REGISTRY ────────────────────────────────────────────────
export const GOLEM_ENCHANTMENTS: Record<string, GolemEnchantmentDefinition> = {
[SWORD_FIRE.id]: SWORD_FIRE,
[SWORD_FROST.id]: SWORD_FROST,
[SWORD_LIGHTNING.id]: SWORD_LIGHTNING,
[SWORD_SHADOW.id]: SWORD_SHADOW,
[SWORD_METAL.id]: SWORD_METAL,
[SWORD_CRYSTAL.id]: SWORD_CRYSTAL,
[SWORD_WATER.id]: SWORD_WATER,
[SWORD_EARTH.id]: SWORD_EARTH,
};
export const ALL_GOLEM_ENCHANTMENTS = [
SWORD_FIRE,
SWORD_FROST,
SWORD_LIGHTNING,
SWORD_SHADOW,
SWORD_METAL,
SWORD_CRYSTAL,
SWORD_WATER,
SWORD_EARTH,
];
+7 -13
View File
@@ -1,14 +1,8 @@
// ─── Golem Definitions Data ─────────────────────────
// Combined golem definitions from all golem modules.
// Extracted to a standalone module to avoid circular dependencies
// between index.ts and utils.ts.
// ─── Golem Definitions Data ──────────────────────────────────────────────
// Combined component registries for the component-based golem system.
// Extracted to a standalone module to avoid circular dependencies.
import { BASE_GOLEMS } from './base-golems';
import { ELEMENTAL_GOLEMS } from './elemental-golems';
import { HYBRID_GOLEMS } from './hybrid-golems';
export const GOLEMS_DEF = {
...BASE_GOLEMS,
...ELEMENTAL_GOLEMS,
...HYBRID_GOLEMS,
};
export { CORES, ALL_CORES } from './cores';
export { FRAMES, ALL_FRAMES } from './frames';
export { MIND_CIRCUITS, ALL_MIND_CIRCUITS } from './mindCircuits';
export { GOLEM_ENCHANTMENTS, ALL_GOLEM_ENCHANTMENTS } from './golemEnchantments';
+27 -19
View File
@@ -1,23 +1,31 @@
// ─── Golem Definitions Index ───────────────────────
// Re-exports from all golem modules
// ─── Golem Definitions Index ─────────────────────────────────────────────
// Barrel exports for the component-based golem system.
// Re-export types
export type { GolemDef, GolemManaCost } from './types';
export type {
CoreDefinition,
CoreId,
FrameDefinition,
FrameId,
FrameSpecial,
MindCircuitDefinition,
MindCircuitId,
CircuitBehavior,
GolemEnchantmentDefinition,
GolemDesign,
ComputedGolemStats,
GolemManaCost,
GolemUnlockRequirement,
ActiveGolemV2,
} from './types';
// Re-export combined golems data (extracted to avoid circular deps)
export { GOLEMS_DEF } from './golems-data';
export { elemCost, rawCost } from './types';
// Re-export utility functions
export {
getGolemSlots,
isGolemUnlocked,
getUnlockedGolems,
getGolemDamage,
getGolemAttackSpeed,
getGolemFloorDuration,
getGolemMaintenanceMultiplier,
canAffordGolemSummon,
deductGolemSummonCost,
canAffordGolemMaintenance,
deductGolemMaintenance,
} from './utils';
// Re-export component registries
export { CORES, ALL_CORES } from './cores';
export { FRAMES, ALL_FRAMES } from './frames';
export { MIND_CIRCUITS, ALL_MIND_CIRCUITS } from './mindCircuits';
export { GOLEM_ENCHANTMENTS, ALL_GOLEM_ENCHANTMENTS } from './golemEnchantments';
// Legacy re-exports (deprecated, kept for migration)
export type { GolemDef } from './types';
+77
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@@ -0,0 +1,77 @@
// ─── Mind Circuit Definitions ────────────────────────────────────────────
// Behavior logic for golems: basic attacks, spell casting patterns.
import type { MindCircuitDefinition } from './types';
import { elemCost, rawCost } from './types';
const SIMPLE_CIRCUIT: MindCircuitDefinition = {
id: 'simple',
name: 'Simple Logic Circuit',
description: 'Performs basic attacks only. Targets nearest enemy. No spell casting.',
spellSlots: 0,
behavior: 'basicOnly',
summonCost: [rawCost(3)],
unlockRequirement: {
type: 'attunement_level',
attunement: 'fabricator',
level: 1,
},
};
const INTERMEDIATE_CIRCUIT: MindCircuitDefinition = {
id: 'intermediate',
name: 'Intermediate Logic Circuit',
description: 'Casts 1 selected spell when mana is available. Otherwise performs basic attacks.',
spellSlots: 1,
behavior: 'castSpell1',
summonCost: [elemCost('crystal', 8)],
unlockRequirement: {
type: 'dual_attunement',
attunements: ['enchanter', 'fabricator'],
levels: [2, 3],
},
};
const ADVANCED_CIRCUIT: MindCircuitDefinition = {
id: 'advanced',
name: 'Advanced Logic Circuit',
description: 'Casts 2 selected spells in alternating order: A → B → A → B... Falls back to basic attacks if mana is insufficient.',
spellSlots: 2,
behavior: 'alternate2',
summonCost: [elemCost('crystal', 12)],
unlockRequirement: {
type: 'dual_attunement',
attunements: ['enchanter', 'fabricator'],
levels: [3, 4],
},
};
const GUARDIAN_CIRCUIT: MindCircuitDefinition = {
id: 'guardian',
name: 'Guardian Circuit',
description: 'Required for Guardian Constructs. Cycles through one spell per mana type from the Guardian Core. Falls back to basic attacks if mana is insufficient.',
spellSlots: 4, // Typically 3-4 depending on guardian
behavior: 'cycleAll',
summonCost: [elemCost('crystal', 25), rawCost(10)],
unlockRequirement: {
type: 'dual_attunement',
attunements: ['invoker', 'fabricator'],
levels: [5, 5],
},
};
// ─── MIND CIRCUIT REGISTRY ───────────────────────────────────────────────
export const MIND_CIRCUITS: Record<string, MindCircuitDefinition> = {
[SIMPLE_CIRCUIT.id]: SIMPLE_CIRCUIT,
[INTERMEDIATE_CIRCUIT.id]: INTERMEDIATE_CIRCUIT,
[ADVANCED_CIRCUIT.id]: ADVANCED_CIRCUIT,
[GUARDIAN_CIRCUIT.id]: GUARDIAN_CIRCUIT,
};
export const ALL_MIND_CIRCUITS = [
SIMPLE_CIRCUIT,
INTERMEDIATE_CIRCUIT,
ADVANCED_CIRCUIT,
GUARDIAN_CIRCUIT,
];
+149 -14
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@@ -1,8 +1,11 @@
// ─── Golem Types ─────────────────────────────────────────────────
// ─── Golem Component Types ──────────────────────────────────────────────
// Component-based construction system: Core + Frame + Mind Circuit + Enchantments.
// Replaces the legacy predefined GolemDef system.
import type { SpellCost } from '../../types';
// Golem mana cost helper
// ─── Mana Cost Helpers ───────────────────────────────────────────────────
export function elemCost(element: string, amount: number): SpellCost {
return { type: 'element', element, amount };
}
@@ -17,19 +20,151 @@ export interface GolemManaCost {
amount: number;
}
// ─── Unlock Requirements ─────────────────────────────────────────────────
export interface GolemUnlockRequirement {
type: 'attunement_level' | 'mana_unlocked' | 'dual_attunement' | 'guardian_pact';
attunement?: string;
level?: number;
manaType?: string;
attunements?: string[];
levels?: number[];
}
// ─── Core Definition ─────────────────────────────────────────────────────
export type CoreId = 'basic' | 'intermediate' | 'advanced' | 'guardian';
export interface CoreDefinition {
id: CoreId;
tier: 1 | 2 | 3 | 4;
name: string;
description: string;
/** Mana types available (basic = [earth], guardian = guardian-specific) */
manaTypes: string[];
manaCapacity: number;
manaRegen: number;
maxRoomDuration: number;
summonCost: GolemManaCost[];
/** Primary mana type for upkeep calculation */
primaryManaType: string;
tierMultiplier: number; // For enchantment capacity: 1.0 / 1.5 / 2.0 / 3.0
unlockRequirement: GolemUnlockRequirement;
}
// ─── Frame Definition ────────────────────────────────────────────────────
export type FrameId = 'earth' | 'sand' | 'frost' | 'crystal' | 'steel' | 'shadowglass' | 'crystalSteelHybrid';
export type FrameSpecial = 'none' | 'aoe' | 'slow' | 'guardianConstruct';
export interface FrameDefinition {
id: FrameId;
name: string;
description: string;
baseDamage: number;
attackSpeed: number; // Attacks per in-game hour
armorPierce: number; // 01 fraction of enemy armor bypassed
magicAffinity: number; // 0.01.0+, spell damage efficiency
aoeTargets: number; // 1 = single target, >1 = AoE
/** Element for elemental matchup (derived from unlock mana type) */
element?: string;
specialEffect: FrameSpecial;
summonCost: GolemManaCost[];
unlockRequirement: GolemUnlockRequirement;
}
// ─── Mind Circuit Definition ────────────────────────────────────────────
export type MindCircuitId = 'simple' | 'intermediate' | 'advanced' | 'guardian';
export type CircuitBehavior = 'basicOnly' | 'castSpell1' | 'alternate2' | 'cycleAll';
export interface MindCircuitDefinition {
id: MindCircuitId;
name: string;
description: string;
spellSlots: number;
behavior: CircuitBehavior;
summonCost: GolemManaCost[];
unlockRequirement: GolemUnlockRequirement;
}
// ─── Golem Enchantment Definition ───────────────────────────────────────
export interface GolemEnchantmentDefinition {
id: string;
name: string;
description: string;
effect: string;
capacityCost: number;
summonCost: GolemManaCost[];
}
// ─── Golem Design (Player-Created) ──────────────────────────────────────
export interface GolemDesign {
id: string; // Player-assigned or auto-generated
name: string; // Player-defined name
core: CoreDefinition;
frame: FrameDefinition;
mindCircuit: MindCircuitDefinition;
enchantments: GolemEnchantmentDefinition[]; // Optional, 0-N
/** Player-selected mana types for cores that support choice */
selectedManaTypes: string[];
/** Player-selected spell IDs for mind circuits with spell slots */
selectedSpells: string[];
}
// ─── Computed Design Stats (derived from components) ────────────────────
export interface ComputedGolemStats {
maxRoomDuration: number;
totalSummonCost: GolemManaCost[];
upkeepCostPerHour: GolemManaCost[];
manaCapacity: number;
manaRegen: number;
baseDamage: number;
attackSpeed: number;
armorPierce: number;
magicAffinity: number;
aoeTargets: number;
spellSlots: number;
availableManaTypes: string[];
enchantmentCapacity: number;
specialEffect: FrameSpecial;
}
// ─── Runtime Active Golem (in combat) ───────────────────────────────────
export interface ActiveGolemV2 {
/** Reference to the GolemDesign used */
designId: string;
design: GolemDesign;
summonedFloor: number;
attackProgress: number;
roomsRemaining: number;
currentMana: number;
/** Index for alternating/cycling spells */
spellCastIndex: number;
}
// ─── Legacy Type (kept for backward compat during migration) ────────────
/** @deprecated Use GolemDesign instead */
export interface GolemDef {
id: string;
name: string;
description: string;
baseManaType: string; // The primary mana type this golem uses
summonCost: GolemManaCost[]; // Cost to summon (can be multiple types)
maintenanceCost: GolemManaCost[]; // Cost per hour to maintain
damage: number; // Base damage per attack
attackSpeed: number; // Attacks per hour
hp: number; // Golem HP (for display, they don't take damage)
armorPierce: number; // Armor piercing (0-1)
isAoe: boolean; // Whether golem attacks are AOE
aoeTargets: number; // Number of targets for AOE
baseManaType: string;
summonCost: GolemManaCost[];
maintenanceCost: GolemManaCost[];
damage: number;
attackSpeed: number;
hp: number;
armorPierce: number;
isAoe: boolean;
aoeTargets: number;
unlockCondition: {
type: 'attunement_level' | 'mana_unlocked' | 'dual_attunement';
attunement?: string;
@@ -38,7 +173,7 @@ export interface GolemDef {
attunements?: string[];
levels?: number[];
};
tier: number; // Power tier (1-4)
maxRoomDuration: number; // Rooms before golem disappears (spec §9.6)
specialAbilities?: { name: string; description: string }[]; // Special abilities
tier: number;
maxRoomDuration: number;
specialAbilities?: { name: string; description: string }[];
}
+189 -174
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@@ -1,204 +1,219 @@
// ─── Golem Helper Functions ─────────────────────────
// ─── Golem Helper Functions ──────────────────────────────────────────────
// Component-based construction system utilities.
import type { GolemDef, GolemManaCost } from './types';
import { GOLEMS_DEF } from './golems-data';
import type {
ComputedGolemStats,
GolemDesign,
GolemManaCost,
GolemUnlockRequirement,
ActiveGolemV2,
} from './types';
import { CORES } from './cores';
import { FRAMES } from './frames';
import { MIND_CIRCUITS } from './mindCircuits';
// Get golem slots based on Fabricator attunement level
// Level 2 = 1, Level 4 = 2, Level 6 = 3, Level 8 = 4, Level 10 = 5
// ─── Golem Slots ──────────────────────────────────────────────────────────
/**
* Get base golem slots from Fabricator attunement level.
* Level 2 = 1, Level 4 = 2, Level 6 = 3, Level 8 = 4, Level 10 = 5
*/
export function getGolemSlots(fabricatorLevel: number): number {
if (fabricatorLevel < 2) return 0;
return Math.floor(fabricatorLevel / 2);
}
// Check if a golem is unlocked based on player state
export function isGolemUnlocked(
golemId: string,
// ─── Unlock Checks ────────────────────────────────────────────────────────
/**
* Check if a component is unlocked based on player state.
*/
export function isComponentUnlocked(
requirement: GolemUnlockRequirement,
attunements: Record<string, { active: boolean; level: number }>,
unlockedElements: string[]
unlockedElements: string[],
signedGuardianPacts: number[],
): boolean {
const golem = GOLEMS_DEF[golemId];
if (!golem) return false;
const condition = golem.unlockCondition;
switch (condition.type) {
case 'attunement_level':
const attState = attunements[condition.attunement || ''];
return attState?.active && (attState.level || 1) >= (condition.level || 1);
switch (requirement.type) {
case 'attunement_level': {
const attState = attunements[requirement.attunement || ''];
return !!attState?.active && (attState.level || 1) >= (requirement.level || 1);
}
case 'mana_unlocked':
return unlockedElements.includes(condition.manaType || '');
case 'dual_attunement':
if (!condition.attunements || !condition.levels) return false;
return condition.attunements.every((attId, idx) => {
return unlockedElements.includes(requirement.manaType || '');
case 'dual_attunement': {
if (!requirement.attunements || !requirement.levels) return false;
return requirement.attunements.every((attId, idx) => {
const att = attunements[attId];
return att?.active && (att.level || 1) >= condition.levels![idx];
return att?.active && (att.level || 1) >= requirement.levels![idx];
});
}
case 'guardian_pact': {
// Requires dual attunement plus at least one guardian pact
if (!requirement.attunements || !requirement.levels) return false;
const attOk = requirement.attunements.every((attId, idx) => {
const att = attunements[attId];
return att?.active && (att.level || 1) >= requirement.levels![idx];
});
return attOk && signedGuardianPacts.length > 0;
}
default:
return false;
}
}
// Get all unlocked golems for a player
export function getUnlockedGolems(
attunements: Record<string, { active: boolean; level: number }>,
unlockedElements: string[]
): GolemDef[] {
return Object.values(GOLEMS_DEF).filter(golem =>
isGolemUnlocked(golem.id, attunements, unlockedElements)
) as GolemDef[];
// ─── Computed Stats ───────────────────────────────────────────────────────
/**
* Compute all derived stats for a golem design from its components.
*/
export function computeGolemStats(design: GolemDesign): ComputedGolemStats {
const core = design.core;
const frame = design.frame;
const circuit = design.mindCircuit;
const enchantments = design.enchantments;
// Total summon cost from all components
const totalSummonCost: GolemManaCost[] = [
...core.summonCost,
...frame.summonCost,
...circuit.summonCost,
...enchantments.flatMap((e) => e.summonCost),
];
// Player upkeep = Core.manaRegen × 2 per hour (spec §13)
const upkeepCostPerHour: GolemManaCost[] = [
{
type: 'element',
element: core.primaryManaType,
amount: core.manaRegen * 2,
},
];
// Enchantment capacity = Frame.MagicAffinity × Core.TierMultiplier
const enchantmentCapacity = frame.magicAffinity * core.tierMultiplier;
return {
maxRoomDuration: core.maxRoomDuration,
totalSummonCost,
upkeepCostPerHour,
manaCapacity: core.manaCapacity,
manaRegen: core.manaRegen,
baseDamage: frame.baseDamage,
attackSpeed: frame.attackSpeed,
armorPierce: frame.armorPierce,
magicAffinity: frame.magicAffinity,
aoeTargets: frame.aoeTargets,
spellSlots: circuit.spellSlots,
availableManaTypes: design.selectedManaTypes.length > 0
? design.selectedManaTypes
: core.manaTypes,
enchantmentCapacity,
specialEffect: frame.specialEffect,
};
}
// Calculate golem damage with skill bonuses
// ─── Summoning Cost Checks ────────────────────────────────────────────────
/**
* Check if player can afford to summon a golem design.
*/
export function canAffordGolemDesign(
design: GolemDesign,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
): { canAfford: boolean; missing: string } {
const stats = computeGolemStats(design);
for (const cost of stats.totalSummonCost) {
if (cost.type === 'raw') {
if (rawMana < cost.amount) {
return { canAfford: false, missing: `raw mana (${cost.amount} needed)` };
}
} else if (cost.element) {
const elem = elements[cost.element];
if (!elem || !elem.unlocked) {
return { canAfford: false, missing: `${cost.element} mana (not unlocked)` };
}
if (elem.current < cost.amount) {
return { canAfford: false, missing: `${cost.element} mana (${cost.amount} needed, have ${elem.current})` };
}
}
}
return { canAfford: true, missing: '' };
}
// ─── Active Golem V2 Helpers ──────────────────────────────────────────────
/**
* Create a new ActiveGolemV2 from a GolemDesign for combat.
*/
export function createActiveGolem(
design: GolemDesign,
currentFloor: number,
): ActiveGolemV2 {
return {
designId: design.id,
design,
summonedFloor: currentFloor,
attackProgress: 0,
roomsRemaining: design.core.maxRoomDuration,
currentMana: design.core.manaCapacity, // Starts full
spellCastIndex: 0,
};
}
// ─── Component Lookups ────────────────────────────────────────────────────
/** Get a CoreDefinition by ID */
export function getCore(id: string) {
return CORES[id] || null;
}
/** Get a FrameDefinition by ID */
export function getFrame(id: string) {
return FRAMES[id] || null;
}
/** Get a MindCircuitDefinition by ID */
export function getMindCircuit(id: string) {
return MIND_CIRCUITS[id] || null;
}
// ─── Legacy Compatibility ────────────────────────────────────────────────
/**
* @deprecated Use getGolemSlots instead
*/
export function getGolemFloorDuration(_skills: Record<string, number>): number {
return 3; // Default room duration for legacy calls
}
/**
* @deprecated Use computeGolemStats instead
*/
export function getGolemDamage(
golemId: string,
skills: Record<string, number>
_skills: Record<string, number>,
): number {
const golem = GOLEMS_DEF[golemId];
if (!golem) return 0;
let damage = golem.damage;
// Golem Mastery skill bonus
const masteryBonus = 1 + (skills.golemMastery || 0) * 0.1;
damage *= masteryBonus;
return damage;
// Legacy lookup — returns 0 for component-based golems
return 0;
}
// Calculate golem attack speed with skill bonuses
/**
* @deprecated Use computeGolemStats instead
*/
export function getGolemAttackSpeed(
golemId: string,
skills: Record<string, number>
_skills: Record<string, number>,
): number {
const golem = GOLEMS_DEF[golemId];
if (!golem) return 0;
let speed = golem.attackSpeed;
// Golem Efficiency skill bonus
const efficiencyBonus = 1 + (skills.golemEfficiency || 0) * 0.05;
speed *= efficiencyBonus;
return speed;
return 0;
}
// Get floors golems can last (base 1, +1 per Golem Longevity skill level)
export function getGolemFloorDuration(skills: Record<string, number>): number {
return 1 + (skills.golemLongevity || 0);
}
// Get maintenance cost multiplier (Golem Siphon reduces by 10% per level)
export function getGolemMaintenanceMultiplier(skills: Record<string, number>): number {
return 1 - (skills.golemSiphon || 0) * 0.1;
}
// Check if player can afford golem summon cost
export function canAffordGolemSummon(
golemId: string,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>
): boolean {
const golem = GOLEMS_DEF[golemId];
if (!golem) return false;
for (const cost of golem.summonCost) {
if (cost.type === 'raw') {
if (rawMana < cost.amount) return false;
} else if (cost.element) {
const elem = elements[cost.element];
if (!elem || !elem.unlocked || elem.current < cost.amount) return false;
}
}
return true;
}
// Deduct golem summon cost from mana pools
export function deductGolemSummonCost(
golemId: string,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>
): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
const golem = GOLEMS_DEF[golemId];
if (!golem) return { rawMana, elements };
let newRawMana = rawMana;
let newElements = { ...elements };
for (const cost of golem.summonCost) {
if (cost.type === 'raw') {
newRawMana -= cost.amount;
} else if (cost.element && newElements[cost.element]) {
newElements = {
...newElements,
[cost.element]: {
...newElements[cost.element],
current: newElements[cost.element].current - cost.amount,
},
};
}
}
return { rawMana: newRawMana, elements: newElements };
}
// Check if player can afford golem maintenance for one tick
export function canAffordGolemMaintenance(
golemId: string,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
skills: Record<string, number>
): boolean {
const golem = GOLEMS_DEF[golemId];
if (!golem) return false;
const maintenanceMult = getGolemMaintenanceMultiplier(skills);
for (const cost of golem.maintenanceCost) {
const adjustedAmount = cost.amount * maintenanceMult;
if (cost.type === 'raw') {
if (rawMana < adjustedAmount) return false;
} else if (cost.element) {
const elem = elements[cost.element];
if (!elem || !elem.unlocked || elem.current < adjustedAmount) return false;
}
}
return true;
}
// Deduct golem maintenance cost for one tick
export function deductGolemMaintenance(
golemId: string,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
skills: Record<string, number>
): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
const golem = GOLEMS_DEF[golemId];
if (!golem) return { rawMana, elements };
const maintenanceMult = getGolemMaintenanceMultiplier(skills);
let newRawMana = rawMana;
let newElements = { ...elements };
for (const cost of golem.maintenanceCost) {
const adjustedAmount = cost.amount * maintenanceMult;
if (cost.type === 'raw') {
newRawMana -= adjustedAmount;
} else if (cost.element && newElements[cost.element]) {
newElements = {
...newElements,
[cost.element]: {
...newElements[cost.element],
current: newElements[cost.element].current - adjustedAmount,
},
};
}
}
return { rawMana: newRawMana, elements: newElements };
/**
* @deprecated Component-based system doesn't use skill-based maintenance multiplier
*/
export function getGolemMaintenanceMultiplier(_skills: Record<string, number>): number {
return 1;
}
+17 -12
View File
@@ -7,10 +7,14 @@ import { getGuardianForFloor } from '../data/guardian-encounters';
import type { CombatStore, CombatState } from './combat-state.types';
import type { SpellState, EnemyState, EquipmentInstance, FloorState } from '../types';
import { applyOnHitEffect, processDoTPhase } from './dot-runtime';
import type { ActiveGolem } from '../types';
import type { ActiveGolem, RuntimeActiveGolem } from '../types';
import { getFloorMaxHP, getFloorElement, getMultiElementBonus, calcDamage, calcMeleeDamage, canAffordSpellCost, deductSpellCost } from '../utils';
import { computeDisciplineEffects } from '../effects/discipline-effects';
import { processGolemMaintenance, processGolemAttacks } from './golem-combat-actions';
import {
processGolemMaintenance,
processGolemAttacks,
processGolemManaRegen,
} from './golem-combat-actions';
import { applyDamageToRoom } from './combat-damage';
// ─── Result Type ───────────────────────────────────────────────────────────────
@@ -22,7 +26,7 @@ function makeDefaultCombatTickResult(
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
state: CombatState,
activeGolems: ActiveGolem[],
activeGolems: RuntimeActiveGolem[],
): CombatTickResult {
return {
rawMana,
@@ -52,7 +56,7 @@ export interface CombatTickResult {
maxFloorReached: number;
castProgress: number;
equipmentSpellStates: CombatState['equipmentSpellStates'];
activeGolems: ActiveGolem[];
activeGolems: RuntimeActiveGolem[];
meleeSwordProgress: Record<string, number>;
currentRoom: FloorState;
}
@@ -73,7 +77,7 @@ export function processCombatTick(
modifiedDamage?: number;
},
signedPacts: number[],
golemancyState: { activeGolems: ActiveGolem[] },
golemancyState: { activeGolems: RuntimeActiveGolem[] },
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
applyEnemyDefenses: (
dmg: number,
@@ -94,9 +98,11 @@ export function processCombatTick(
}
try {
// ─── Golem maintenance (spec §9.5) ──────────────────────────────────────
// ─── Golem maintenance (spec §13) ──────────────────────────────────────
const golemDesigns = state.golemancy.golemDesigns || {};
const maintenanceResult = processGolemMaintenance(
golemancyState.activeGolems,
golemDesigns,
rawMana,
elements,
);
@@ -105,6 +111,9 @@ export function processCombatTick(
elements = maintenanceResult.elements;
logMessages.push(...maintenanceResult.logMessages);
// ─── Golem mana regen (spec §12) ───────────────────────────────────────
activeGolems = processGolemManaRegen(activeGolems, golemDesigns);
// Write maintained golems back immediately so tick state stays consistent
set({ golemancy: { ...state.golemancy, activeGolems } });
@@ -289,15 +298,11 @@ export function processCombatTick(
}
}
// ─── Golem attacks (spec §9.4) ───────────────────────────────────────────
// ─── Golem attacks (spec §11) ───────────────────────────────────────────
if (activeGolems.length > 0 && floorHP > 0) {
const golemResult = processGolemAttacks(
activeGolems,
rawMana,
elements,
floorHP,
floorMaxHP,
currentFloor,
golemDesigns,
onDamageDealt,
golemApplyDamageToRoom,
);
@@ -244,7 +244,7 @@ export function createEnterSpireMode(get: GetFn, set: SetFn) {
roomResetState: {},
descentPeak: null,
isDescentComplete: false,
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [], legacyActiveGolems: [] },
});
get().addActivityLog('floor_transition',
+6 -3
View File
@@ -1,7 +1,7 @@
// ─── Combat State Types ────────────────────────────────────────────────────────
// Shared types for combat store and combat actions to avoid circular dependency
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, EnemyState, EquipmentInstance } from '../types';
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, RuntimeActiveGolem, EnemyState, EquipmentInstance, SerializedGolemDesign } from '../types';
/** Signature for the advanceRoomOrFloor callback to break circular dependency */
export type AdvanceRoomFn = (get: () => CombatStore, set: (s: Partial<CombatState>) => void) => void;
@@ -130,6 +130,9 @@ export interface CombatActions {
// Golemancy
toggleGolem: (golemId: string) => void;
setEnabledGolems: (golemIds: string[]) => void;
addGolemDesign: (design: SerializedGolemDesign) => void;
removeGolemDesign: (designId: string) => void;
toggleGolemLoadoutEntry: (designId: string) => void;
// Spells
learnSpell: (spellId: string) => void;
@@ -155,7 +158,7 @@ export interface CombatActions {
onFloorCleared: (floor: number, wasGuardian: boolean) => void,
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
signedPacts: number[],
golemancyState: { activeGolems: ActiveGolem[] },
golemancyState: { activeGolems: RuntimeActiveGolem[] },
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
applyEnemyDefenses: (
dmg: number,
@@ -177,7 +180,7 @@ export interface CombatActions {
maxFloorReached: number;
castProgress: number;
equipmentSpellStates: EquipmentSpellState[];
activeGolems: ActiveGolem[];
activeGolems: RuntimeActiveGolem[];
meleeSwordProgress: Record<string, number>;
currentRoom: FloorState;
};
+20 -19
View File
@@ -4,7 +4,7 @@
import { create } from 'zustand';
import { persist } from 'zustand/middleware';
import { createSafeStorage } from '../utils/safe-persist';
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, EnemyState, EquipmentInstance } from '../types';
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, RuntimeActiveGolem, EnemyState, EquipmentInstance } from '../types';
import { getFloorMaxHP } from '../utils';
import { generateSpireFloorState, getRoomsForFloor } from '../utils/spire-utils';
import { addActivityLogEntry } from '../utils/activity-log';
@@ -17,6 +17,9 @@ import {
import {
onEnterLibraryRoom, tickNonCombatRoom, skipNonCombatRoom, stayLongerInRoom,
} from './non-combat-room-actions';
import {
addGolemDesign, removeGolemDesign, toggleGolemLoadoutEntry,
} from './golemancy-actions';
export const useCombatStore = create<CombatStore>()(
persist(
@@ -50,12 +53,17 @@ export const useCombatStore = create<CombatStore>()(
clearedRooms: {},
isDescentComplete: false,
// Golemancy
// Golemancy (component-based)
golemancy: {
// New component-based fields
golemDesigns: {},
golemLoadout: [],
activeGolems: [] as RuntimeActiveGolem[],
lastSummonFloor: 0,
// Legacy fields (deprecated)
enabledGolems: [],
summonedGolems: [],
activeGolems: [],
lastSummonFloor: 0,
legacyActiveGolems: [],
},
// Equipment spell states
@@ -196,24 +204,15 @@ export const useCombatStore = create<CombatStore>()(
currentRoomIndex: 0,
roomsPerFloor: 1,
maxFloorReached: Math.max(s.maxFloorReached, 1),
golemancy: { ...s.golemancy, activeGolems: [], summonedGolems: [] },
golemancy: { ...s.golemancy, activeGolems: [] as RuntimeActiveGolem[], summonedGolems: [], legacyActiveGolems: [] },
};
});
},
startClimbUp: () => set({ climbDirection: 'up', currentAction: 'climb' }),
startClimbDown: () => set({ climbDirection: 'down', currentAction: 'climb' }),
startPracticing: () => set((s) => {
if (s.currentAction !== 'meditate') return s;
return { currentAction: 'practicing' };
}),
stopPracticing: () => set((s) => {
if (s.currentAction !== 'practicing') return s;
return { currentAction: 'meditate' };
}),
startPracticing: () => set((s) => s.currentAction !== 'meditate' ? s : { currentAction: 'practicing' }),
stopPracticing: () => set((s) => s.currentAction !== 'practicing' ? s : { currentAction: 'meditate' }),
// ─── Spec: Descent actions (delegated to combat-descent-actions.ts) ────
enterDescentMode: () => enterDescentMode(get, set),
@@ -246,6 +245,10 @@ export const useCombatStore = create<CombatStore>()(
}));
},
addGolemDesign: (d) => addGolemDesign(set, d),
removeGolemDesign: (id) => removeGolemDesign(set, id),
toggleGolemLoadoutEntry: (id) => toggleGolemLoadoutEntry(set, id),
enterSpireMode: createEnterSpireMode(get, set),
learnSpell: (spellId: string) => {
@@ -310,7 +313,7 @@ export const useCombatStore = create<CombatStore>()(
onFloorCleared: (floor: number, wasGuardian: boolean) => void,
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
signedPacts: number[],
golemancyState: { activeGolems: ActiveGolem[] },
golemancyState: { activeGolems: RuntimeActiveGolem[] },
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
applyEnemyDefenses: (
dmg: number,
@@ -390,6 +393,4 @@ export const useCombatStore = create<CombatStore>()(
)
);
// makeInitialSpells is now in combat-actions.ts
// Re-export for backward compatibility
export { makeInitialSpells } from './combat-actions';
+207 -154
View File
@@ -1,80 +1,120 @@
// ─── Golem Combat Actions ──────────────────────────────────────────────────────
// Pure golem combat logic — no cross-store getState() calls.
// All external data is passed in as parameters.
// Implements spec §9: summoning, maintenance, attack, room-duration.
// ─── Golem Combat Actions (Component-Based) ──────────────────────────────────
// Runtime golem combat logic for the component-based construction system.
// All external data is passed in as parameters (no cross-store getState() calls).
// Implements spec §§10-14: summoning, maintenance, combat, mana, duration.
import { GOLEMS_DEF } from '../data/golems';
import { HOURS_PER_TICK } from '../constants';
import type { ActiveGolem, GolemancyState } from '../types';
import { getElementalBonus, getFloorElement } from '../utils';
import { CORES, FRAMES, MIND_CIRCUITS } from '../data/golems';
import { computeGolemStats, getGolemSlots } from '../data/golems/utils';
import type {
RuntimeActiveGolem,
GolemLoadoutEntry,
EnemyState,
ActiveEffect,
} from '../types';
// ─── Types ─────────────────────────────────────────────────────────────────────
// ─── Types ───────────────────────────────────────────────────────────────────
export interface GolemCombatResult {
rawMana: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
activeGolems: ActiveGolem[];
activeGolems: RuntimeActiveGolem[];
logMessages: string[];
totalDamageDealt: number;
}
// ─── Summoning (spec §9.3) ─────────────────────────────────────────────────────
interface SerializedDesign {
id: string;
name: string;
coreId: string;
frameId: string;
mindCircuitId: string;
enchantmentIds: string[];
selectedManaTypes: string[];
selectedSpells: string[];
}
// ─── Summoning (spec §10) ───────────────────────────────────────────────────
/**
* Attempt to summon golems from the enabled loadout on room entry.
* For each enabled golem: if the player has enough mana, deduct cost and activate.
* Golems that can't be skipped are NOT re-attempted mid-room.
* Attempt to summon golems from the loadout on room entry.
* For each enabled design: if player has enough mana, deduct cost and activate.
* Designs that can't be afforded are NOT re-attempted mid-room.
*/
export function summonGolemsOnRoomEntry(
enabledGolems: string[],
loadout: GolemLoadoutEntry[],
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
currentFloor: number,
existingActiveGolems: ActiveGolem[],
existingActiveGolems: RuntimeActiveGolem[],
disciplineSlotsBonus: number,
): {
rawMana: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
activeGolems: ActiveGolem[];
activeGolems: RuntimeActiveGolem[];
logMessages: string[];
} {
let newRawMana = rawMana;
let newElements = { ...elements };
const newElements = { ...elements };
const newActiveGolems = [...existingActiveGolems];
const logMessages: string[] = [];
for (const golemId of enabledGolems) {
const def = GOLEMS_DEF[golemId];
if (!def) continue;
const activeCount = newActiveGolems.length;
// Skip if this golem is already active (e.g. summoned on a previous floor
// and still within its room-duration)
const alreadyActive = newActiveGolems.some((ag) => ag.golemId === golemId);
for (const entry of loadout) {
if (!entry.enabled) continue;
// Check slot availability
if (newActiveGolems.length >= activeCount + disciplineSlotsBonus + getGolemSlots(0)) {
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];
if (!core || !frame || !circuit) {
logMessages.push(`${entry.design.name} has invalid components — skipped`);
continue;
}
// Skip if already active
const alreadyActive = newActiveGolems.some((ag) => ag.designId === entry.designId);
if (alreadyActive) continue;
// Check if player can afford the summon cost (multi-type costs supported)
// 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
selectedManaTypes: design.selectedManaTypes,
selectedSpells: design.selectedSpells,
});
// Check affordability
let canAfford = true;
for (const cost of def.summonCost) {
for (const cost of stats.totalSummonCost) {
if (cost.type === 'raw') {
if (newRawMana < cost.amount) {
canAfford = false;
break;
}
if (newRawMana < cost.amount) { canAfford = false; break; }
} else if (cost.element) {
const elem = newElements[cost.element];
if (!elem || !elem.unlocked || elem.current < cost.amount) {
canAfford = false;
break;
}
if (!elem?.unlocked || elem.current < cost.amount) { canAfford = false; break; }
}
}
if (!canAfford) {
logMessages.push(`Not enough mana to summon ${def.name} — skipped`);
logMessages.push(`Not enough mana to summon ${entry.design.name} — skipped`);
continue;
}
// Deduct summon cost
for (const cost of def.summonCost) {
for (const cost of stats.totalSummonCost) {
if (cost.type === 'raw') {
newRawMana -= cost.amount;
} else if (cost.element && newElements[cost.element]) {
@@ -85,15 +125,16 @@ export function summonGolemsOnRoomEntry(
}
}
// Activate golem with fresh room duration and zero attack progress
newActiveGolems.push({
golemId: def.id,
designId: entry.designId,
summonedFloor: currentFloor,
attackProgress: 0,
roomsRemaining: def.maxRoomDuration,
roomsRemaining: stats.maxRoomDuration,
currentMana: stats.manaCapacity,
spellCastIndex: 0,
});
logMessages.push(`${def.name} summoned`);
logMessages.push(`${entry.design.name} summoned`);
}
return {
@@ -104,71 +145,58 @@ export function summonGolemsOnRoomEntry(
};
}
// ─── Maintenance (spec §9.5) ───────────────────────────────────────────────────
// ─── Maintenance Upkeep (spec §13) ───────────────────────────────────────────
/**
* Deduct maintenance cost for each active golem.
* Deduct player upkeep cost for each active golem per tick.
* Upkeep = Core.manaRegen × 2 per hour, converted to per-tick.
* Golems that can't be maintained are dismissed immediately.
*/
export function processGolemMaintenance(
activeGolems: ActiveGolem[],
activeGolems: RuntimeActiveGolem[],
golemDesigns: Record<string, SerializedDesign>,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
): {
rawMana: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
maintainedGolems: ActiveGolem[];
maintainedGolems: RuntimeActiveGolem[];
logMessages: string[];
} {
let newRawMana = rawMana;
let newElements = { ...elements };
const maintainedGolems: ActiveGolem[] = [];
const newElements = { ...elements };
const maintainedGolems: RuntimeActiveGolem[] = [];
const logMessages: string[] = [];
for (const golem of activeGolems) {
const def = GOLEMS_DEF[golem.golemId];
if (!def) continue;
const design = golemDesigns[golem.designId];
if (!design) continue;
// Calculate maintenance cost for this tick
let canMaintain = true;
for (const cost of def.maintenanceCost) {
const tickCost = cost.amount * HOURS_PER_TICK;
if (cost.type === 'raw') {
if (newRawMana < tickCost) {
canMaintain = false;
break;
}
} else if (cost.element) {
const elem = newElements[cost.element];
if (!elem || !elem.unlocked || elem.current < tickCost) {
canMaintain = false;
break;
}
}
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,
};
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)) {
logMessages.push(`${design.name} dismissed — insufficient ${upkeepElement} mana for upkeep`);
} else {
logMessages.push(`${design.name} dismissed — insufficient mana for upkeep`);
}
if (!canMaintain) {
logMessages.push(
`${def.name} dismissed — insufficient ${def.maintenanceCost.map((c) => c.element || 'raw').join(', ')} mana`,
);
// Golem is dismissed — deduct no maintenance cost
continue;
}
// Deduct maintenance cost
for (const cost of def.maintenanceCost) {
const tickCost = cost.amount * HOURS_PER_TICK;
if (cost.type === 'raw') {
newRawMana -= tickCost;
} else if (cost.element && newElements[cost.element]) {
newElements[cost.element] = {
...newElements[cost.element],
current: newElements[cost.element].current - tickCost,
};
}
}
maintainedGolems.push(golem);
}
return {
@@ -179,21 +207,40 @@ export function processGolemMaintenance(
};
}
// ─── Golem Combat Tick (spec §9.4) ────────────────────────────────────────────
// ─── Golem Mana Regen (spec §12) ────────────────────────────────────────────
/**
* Regenerate golem mana pools per tick.
*/
export function processGolemManaRegen(
activeGolems: RuntimeActiveGolem[],
golemDesigns: Record<string, SerializedDesign>,
): RuntimeActiveGolem[] {
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),
};
});
}
// ─── Golem Combat Tick (spec §11) ───────────────────────────────────────────
/**
* Process golem attacks for one combat tick.
* Each golem accumulates attackProgress and fires when >= 1.
* Golems apply elemental bonus based on their baseManaType.
* Golems ignore Executioner and Berserker discipline specials.
* Supports spell casting via Mind Circuit behavior.
*/
export function processGolemAttacks(
activeGolems: ActiveGolem[],
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
floorHP: number,
floorMaxHP: number,
currentFloor: number,
activeGolems: RuntimeActiveGolem[],
golemDesigns: Record<string, SerializedDesign>,
onDamageDealt: (damage: number) => {
rawMana: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
@@ -201,114 +248,122 @@ export function processGolemAttacks(
},
applyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
): GolemCombatResult {
let newRawMana = rawMana;
let newElements = elements;
let currentFloorHP = floorHP;
let currentFloorMaxHP = floorMaxHP;
let rawMana = 0;
let elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
let floorHP = 0;
let floorMaxHP = 0;
const logMessages: string[] = [];
let totalDamageDealt = 0;
const updatedGolems: ActiveGolem[] = [];
const updatedGolems: RuntimeActiveGolem[] = [];
for (const golem of activeGolems) {
const def = GOLEMS_DEF[golem.golemId];
if (!def) continue;
const design = golemDesigns[golem.designId];
if (!design) continue;
// Accumulate attack progress
let attackProgress = golem.attackProgress + HOURS_PER_TICK * def.attackSpeed;
const core = CORES[design.coreId];
const frame = FRAMES[design.frameId];
const circuit = MIND_CIRCUITS[design.mindCircuitId];
if (!core || !frame || !circuit) continue;
// Safety counter prevents infinite loop for very fast golems
let attackProgress = golem.attackProgress + HOURS_PER_TICK * frame.attackSpeed;
const updatedGolem = { ...golem };
let safetyCounter = 0;
const MAX_GOLEM_ATTACKS_PER_TICK = 100;
while (attackProgress >= 1 && safetyCounter < MAX_GOLEM_ATTACKS_PER_TICK) {
// Calculate base damage
let dmg = def.damage;
// Try spell cast first if circuit supports it
if (circuit.spellSlots > 0 && design.selectedSpells.length > 0) {
const spellIdx = updatedGolem.spellCastIndex % design.selectedSpells.length;
const spellId = design.selectedSpells[spellIdx];
// Apply elemental bonus if golem has a baseManaType that matches an element
if (def.baseManaType && def.baseManaType !== 'raw') {
const floorElement = getFloorElement(currentFloor);
dmg *= getElementalBonus(def.baseManaType, floorElement);
// 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;
updatedGolem.spellCastIndex = (updatedGolem.spellCastIndex + 1) % design.selectedSpells.length;
const dmgResult = onDamageDealt(spellDmg);
const finalDamage = dmgResult.modifiedDamage || spellDmg;
if (Number.isFinite(finalDamage)) {
const roomResult = applyDamageToRoom(finalDamage);
floorHP = roomResult.floorHP;
floorMaxHP = roomResult.floorMaxHP;
totalDamageDealt += Math.max(0, finalDamage);
rawMana = dmgResult.rawMana;
elements = dmgResult.elements;
}
attackProgress -= 1;
safetyCounter++;
continue;
}
}
// Apply armor pierce: reduce effective enemy armor by armorPierce fraction
// (armor pierce is implemented as a flat damage multiplier for simplicity,
// bypass fraction of enemy armor — the full armor integration depends on
// the DoT/debuff system from issue #258)
if (def.armorPierce > 0) {
dmg *= 1 + def.armorPierce;
}
// Basic attack
let dmg = frame.baseDamage * (1 + frame.armorPierce);
// Golems ignore Executioner and Berserker discipline specials (spec §9.4)
// The onDamageDealt callback is used for damage modifiers, but golem
// damage is not affected by discipline specials — we pass raw damage
// and use the result's base modifiedDamage path.
// Note: onDamageDealt may still apply guardian defenses (shield/barrier)
// which is correct since guardians defend against all damage sources.
const dmgResult = onDamageDealt(dmg);
newRawMana = dmgResult.rawMana;
newElements = dmgResult.elements;
const finalDamage = dmgResult.modifiedDamage || dmg;
if (!Number.isFinite(finalDamage)) {
break;
if (Number.isFinite(finalDamage)) {
const roomResult = applyDamageToRoom(finalDamage);
floorHP = roomResult.floorHP;
floorMaxHP = roomResult.floorMaxHP;
totalDamageDealt += Math.max(0, finalDamage);
rawMana = dmgResult.rawMana;
elements = dmgResult.elements;
}
// Apply damage to room
const roomResult = applyDamageToRoom(finalDamage);
currentFloorHP = roomResult.floorHP;
currentFloorMaxHP = roomResult.floorMaxHP;
totalDamageDealt += Math.max(0, finalDamage);
attackProgress -= 1;
safetyCounter++;
if (roomResult.roomCleared) {
// Room cleared by golem — stop attacking this golem,
// room advancement is handled by the caller
attackProgress = 0;
break;
}
}
updatedGolems.push({ ...golem, attackProgress });
updatedGolem.attackProgress = attackProgress;
updatedGolems.push(updatedGolem);
}
return {
rawMana: newRawMana,
elements: newElements,
rawMana,
elements,
activeGolems: updatedGolems,
logMessages,
totalDamageDealt,
};
}
// ─── Room Duration Countdown (spec §9.6) ─────────────────────────────────────
// ─── Room Duration Countdown (spec §14) ─────────────────────────────────────
/**
* Decrement roomsRemaining for each active golem on room clear.
* Golems at 0 remaining are dismissed.
*/
export function countdownGolemRoomDuration(
activeGolems: ActiveGolem[],
activeGolems: RuntimeActiveGolem[],
golemDesigns: Record<string, SerializedDesign>,
): {
remainingGolems: ActiveGolem[];
remainingGolems: RuntimeActiveGolem[];
dismissedNames: string[];
logMessages: string[];
} {
const remainingGolems: ActiveGolem[] = [];
const remainingGolems: RuntimeActiveGolem[] = [];
const dismissedNames: string[] = [];
const logMessages: string[] = [];
for (const golem of activeGolems) {
const def = GOLEMS_DEF[golem.golemId];
if (!def) continue;
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(def.name);
logMessages.push(`${def.name} has faded after ${def.maxRoomDuration} rooms`);
dismissedNames.push(design.name);
logMessages.push(`${design.name} has faded after ${core.maxRoomDuration} rooms`);
} else {
remainingGolems.push({ ...golem, roomsRemaining: newRoomsRemaining });
}
@@ -316,5 +371,3 @@ export function countdownGolemRoomDuration(
return { remainingGolems, dismissedNames, logMessages };
}
+28
View File
@@ -0,0 +1,28 @@
import type { SerializedGolemDesign } from '../types/game';
export function addGolemDesign(set: (fn: (s: any) => any) => void, design: SerializedGolemDesign) {
set((s: any) => {
const golemDesigns = { ...s.golemancy.golemDesigns, [design.id]: design };
const entry = { designId: design.id, design, enabled: true };
const golemLoadout = [...s.golemancy.golemLoadout, entry];
return { golemancy: { ...s.golemancy, golemDesigns, golemLoadout } };
});
}
export function removeGolemDesign(set: (fn: (s: any) => any) => void, designId: string) {
set((s: any) => {
const golemDesigns = { ...s.golemancy.golemDesigns };
delete golemDesigns[designId];
const golemLoadout = s.golemancy.golemLoadout.filter((e: any) => e.designId !== designId);
return { golemancy: { ...s.golemancy, golemDesigns, golemLoadout } };
});
}
export function toggleGolemLoadoutEntry(set: (fn: (s: any) => any) => void, designId: string) {
set((s: any) => {
const golemLoadout = s.golemancy.golemLoadout.map((e: any) =>
e.designId === designId ? { ...e, enabled: !e.enabled } : e,
);
return { golemancy: { ...s.golemancy, golemLoadout } };
});
}
+6 -4
View File
@@ -7,6 +7,7 @@ import { getGuardianForFloor } from '../../data/guardian-encounters';
import { hasSpecial, SPECIAL_EFFECTS } from '../../effects/special-effects';
import type { ComputedEffects } from '../../effects/upgrade-effects.types';
import type { EnemyState } from '../../types';
import type { CombatStore } from '../combat-state.types';
import { countdownGolemRoomDuration } from '../golem-combat-actions';
// ─── Enemy Defense Context ────────────────────────────────────────────────────
@@ -37,7 +38,7 @@ interface BuildCombatCallbacksParams {
effects: ComputedEffects;
maxMana: number;
addLog: (msg: string) => void;
useCombatStore: { setState: (s: Record<string, unknown>) => void; getState: () => Record<string, unknown> };
useCombatStore: { setState: (s: Partial<CombatStore>) => void; getState: () => CombatStore };
usePrestigeStore: { getState: () => { addDefeatedGuardian: (floor: number) => void } };
}
@@ -106,11 +107,12 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
}
useCombatStore.setState({ guardianShield: 0, guardianShieldMax: 0, guardianBarrier: 0, guardianBarrierMax: 0 });
// ── Golem room-duration countdown (spec §9.6) ──────────────────────
// ── Golem room-duration countdown (spec §14) ──────────────────────
const cs = useCombatStore.getState();
const activeGolems = cs.golemancy?.activeGolems ?? [];
const activeGolems = cs.golemancy.activeGolems;
const golemDesigns = cs.golemancy.golemDesigns;
if (activeGolems.length > 0) {
const result = countdownGolemRoomDuration(activeGolems);
const result = countdownGolemRoomDuration(activeGolems, golemDesigns);
if (result.logMessages.length > 0) {
result.logMessages.forEach((msg) => params.addLog(msg));
}
+64 -16
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@@ -1,19 +1,26 @@
// ─── Golem Combat Pipeline ─────────────────────────────────────────────────────
// Extracts golem combat setup from gameStore.ts tick()
// to keep the coordinator under the 400-line file limit.
// ─── Golem Combat Pipeline (Component-Based) ─────────────────────────────────
// Pipeline integration for the component-based golem combat system.
// Extracts golem combat setup from gameStore.ts tick() to keep the coordinator
// under the 400-line file limit.
import { useCombatStore } from '../combatStore';
import { useManaStore } from '../manaStore';
import { processGolemRoomDuration } from '../golem-combat-actions';
import { lowestHPEnemy } from '../combat-damage';
import type { ActiveGolem, EnemyState } from '../../types';
import {
summonGolemsOnRoomEntry,
processGolemMaintenance,
processGolemManaRegen,
processGolemAttacks,
countdownGolemRoomDuration,
} from '../golem-combat-actions';
import { useAttunementStore } from '../attunementStore';
import type { RuntimeActiveGolem } from '../../types';
export interface GolemCombatContext {
addLog: (msg: string) => void;
ctx: {
combat: {
currentFloor: number;
currentRoom: { roomType: string; unknown: Array<{ name: string }> };
currentRoom: { roomType: string; enemies: Array<{ name: string; hp: number; maxHP: number; armor: number }> };
};
prestige: { signedPacts: number[] };
};
@@ -22,20 +29,29 @@ export interface GolemCombatContext {
maxMana: number;
}
export interface GolemCombatResult {
export interface GolemCombatPipelineResult {
rawMana: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
activeGolems: RuntimeActiveGolem[];
logMessages: string[];
}
/**
* Build the golem combat pipeline for the current tick.
* Returns golem state needed by processCombatTick.
*/
export function buildGolemCombatPipeline(_addLog: (msg: string) => void): {
activeGolems: ActiveGolem[];
activeGolems: RuntimeActiveGolem[];
golemDesigns: Record<string, { id: string; name: string; coreId: string; frameId: string; mindCircuitId: string; enchantmentIds: string[]; selectedManaTypes: string[]; selectedSpells: string[] }>;
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean };
} {
const activeGolems = useCombatStore.getState().golemancy?.activeGolems ?? [];
const combatState = useCombatStore.getState();
const golemancy = combatState.golemancy;
// New component-based active golems
const activeGolems = golemancy?.activeGolems ?? [];
// Reconstruct golem designs from store
const golemDesigns = golemancy?.golemDesigns ?? {};
const golemApplyDamageToRoom = (dmg: number) => {
const cs = useCombatStore.getState();
@@ -44,14 +60,19 @@ export function buildGolemCombatPipeline(_addLog: (msg: string) => void): {
return { floorHP: cs.floorHP, floorMaxHP: cs.floorMaxHP, roomCleared: false };
}
// Golems use focus-fire targeting (spec §9.4) — target lowest HP enemy
const target = lowestHPEnemy(room.enemies);
if (!target) {
// Focus-fire targeting: target lowest HP enemy
let target = room.enemies[0];
for (const e of room.enemies) {
if (e.hp > 0 && e.hp < (target?.hp ?? Infinity)) {
target = e;
}
}
if (!target || target.hp <= 0) {
return { floorHP: cs.floorHP, floorMaxHP: cs.floorMaxHP, roomCleared: false };
}
const updatedEnemies = room.enemies.map((enemy) => {
if (enemy.id === target.id && enemy.hp > 0) {
if (enemy.id === target!.id && enemy.hp > 0) {
return { ...enemy, hp: Math.max(0, enemy.hp - dmg) };
}
return enemy;
@@ -68,5 +89,32 @@ export function buildGolemCombatPipeline(_addLog: (msg: string) => void): {
return { floorHP: newFloorHP, floorMaxHP: cs.floorMaxHP, roomCleared: allDead };
};
return { activeGolems, golemApplyDamageToRoom };
return { activeGolems, golemDesigns, golemApplyDamageToRoom };
}
/**
* Process golem summoning on room entry.
*/
export function processGolemRoomEntry(
loadout: { enabled: boolean; designId: string; design: { name: string } }[],
currentFloor: number,
): {
rawMana: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
activeGolems: RuntimeActiveGolem[];
logMessages: string[];
} {
const cs = useCombatStore.getState();
const attStore = useAttunementStore.getState();
const fabLevel = attStore.attunements?.fabricator?.level ?? 0;
const discBonus = 0; // TODO: compute from discipline
return summonGolemsOnRoomEntry(
loadout as any,
useManaStore.getState().rawMana,
useManaStore.getState().elements as any,
currentFloor,
cs.golemancy.activeGolems as any[],
discBonus,
);
}
+5
View File
@@ -50,10 +50,15 @@ export type {
ScheduleBlock,
StudyTarget,
SummonedGolem,
ActiveGolem,
GolemancyState,
GolemLoadoutEntry,
RuntimeActiveGolem,
SerializedGolemDesign,
GameActionType,
ActivityEventType,
ActivityLogEntry,
ActiveEffect,
} from './types/game';
export type { PrestigeDef } from './types/game';
+58 -10
View File
@@ -144,25 +144,71 @@ export interface StudyTarget {
// ─── Golemancy Types ─────────────────────────────────────────────────────────
/** @deprecated Legacy type for predefined golems. Use GolemDesign instead. */
export interface SummonedGolem {
golemId: string; // Reference to GOLEMS_DEF
summonedFloor: number; // Floor when golem was summoned
attackProgress: number; // Progress toward next attack (0-1)
roomsRemaining: number; // Rooms before golem disappears (spec §9.6)
golemId: string;
summonedFloor: number;
attackProgress: number;
roomsRemaining: number;
}
/** Runtime state for an active golem in combat (spec §9.7) */
/** @deprecated Legacy type. Use ActiveGolemV2 instead. */
export interface ActiveGolem extends SummonedGolem {
// attackProgress is inherited from SummonedGolem
}
export interface GolemancyState {
enabledGolems: string[]; // Golem IDs the player wants active
summonedGolems: SummonedGolem[]; // Currently summoned golems on this floor (legacy, kept for golem-tab state)
activeGolems: ActiveGolem[]; // Runtime active golems in combat (spec §9)
lastSummonFloor: number; // Floor golems were last summoned on
/**
* Player-designed golem loadout entry.
* Each entry is a complete golem design (Core + Frame + Mind Circuit + Enchantments).
*/
export interface GolemLoadoutEntry {
designId: string; // Reference to the GolemDesign
/** Golem design (serialized component-based golem) */
design: SerializedGolemDesign;
enabled: boolean; // Whether this golem is enabled for auto-summon
}
/**
* Runtime active golem in combat (component-based system).
* Tracks combat state per golem instance.
*/
export interface RuntimeActiveGolem {
designId: string; // Reference to the player's GolemDesign
summonedFloor: number; // Floor when golem was summoned
attackProgress: number; // Progress toward next attack (accumulated)
roomsRemaining: number; // Rooms before golem fades
currentMana: number; // Current mana in golem's own pool
spellCastIndex: number; // For alternating/cycling spell circuits
}
export interface SerializedGolemDesign {
id: string;
name: string;
coreId: string;
frameId: string;
mindCircuitId: string;
enchantmentIds: string[];
selectedManaTypes: string[];
selectedSpells: string[];
}
export interface GolemancyState {
/** Player's saved golem designs indexed by design ID */
golemDesigns: Record<string, SerializedGolemDesign>;
/** Prioritized loadout of golem designs (persists across rooms, resets per run) */
golemLoadout: GolemLoadoutEntry[];
/** Runtime active golems in combat */
activeGolems: RuntimeActiveGolem[];
/** Floor golems were last summoned on */
lastSummonFloor: number;
// Legacy fields kept for backward compatibility during migration
enabledGolems: string[];
summonedGolems: SummonedGolem[];
/** @deprecated Use activeGolems instead (RuntimeActiveGolem[]) */
legacyActiveGolems: ActiveGolem[];
}
// ─── Main Game State ─────────────────────────────────────────────────────
export interface GameState {
@@ -245,6 +291,8 @@ export interface GameState {
// Golemancy (summoned golems)
golemancy: GolemancyState;
// Achievements
achievements: AchievementState;
+3
View File
@@ -43,6 +43,9 @@ export type {
SummonedGolem,
ActiveGolem,
GolemancyState,
GolemLoadoutEntry,
RuntimeActiveGolem,
SerializedGolemDesign,
GameActionType,
ActivityEventType,
ActivityLogEntry,