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
@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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';
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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,
];
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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
View File
@@ -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
View File
@@ -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
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@@ -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
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@@ -43,6 +43,9 @@ export type {
SummonedGolem,
ActiveGolem,
GolemancyState,
GolemLoadoutEntry,
RuntimeActiveGolem,
SerializedGolemDesign,
GameActionType,
ActivityEventType,
ActivityLogEntry,