feat(golemancy): Phase 1 - Component-based construction system data definitions
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s
- 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:
@@ -22,7 +22,7 @@ export const fabricatorDisciplines: DisciplineDefinition[] = [
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type: 'once',
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threshold: 200,
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value: 0,
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description: 'Unlock golem summoning',
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description: 'Unlock golem design ability',
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},
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{
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id: 'golem-2',
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@@ -0,0 +1,100 @@
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// ─── Core Definitions ────────────────────────────────────────────────────
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// Power sources for golems. Determine mana types, capacity, regen, upkeep, duration.
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import type { CoreDefinition } from './types';
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import { elemCost } from './types';
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// ───_BASIC CORE ────────────────────────────────────────────────────────────
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// Fabricator 2 — single Earth mana, modest stats
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const BASIC_CORE: CoreDefinition = {
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id: 'basic',
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tier: 1,
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name: 'Basic Core',
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description: 'A simple earth-infused core. Provides modest mana capacity and single-element support.',
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manaTypes: ['earth'],
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manaCapacity: 50,
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manaRegen: 0.5,
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maxRoomDuration: 3,
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summonCost: [elemCost('earth', 10)],
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primaryManaType: 'earth',
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tierMultiplier: 1.0,
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unlockRequirement: {
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type: 'attunement_level',
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attunement: 'fabricator',
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level: 2,
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},
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};
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// ─── INTERMEDIATE CORE ────────────────────────────────────────────────────
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// Fabricator 4 + Enchanter 2 — choose 2 mana types
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const INTERMEDIATE_CORE: CoreDefinition = {
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id: 'intermediate',
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tier: 2,
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name: 'Intermediate Core',
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description: 'A refined crystal core supporting two mana types. Player selects from unlocked elements.',
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manaTypes: ['earth'], // Default; player overrides with chosen types
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manaCapacity: 100,
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manaRegen: 1.5,
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maxRoomDuration: 4,
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summonCost: [elemCost('crystal', 20)],
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primaryManaType: 'crystal',
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tierMultiplier: 1.5,
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unlockRequirement: {
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type: 'dual_attunement',
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attunements: ['fabricator', 'enchanter'],
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levels: [4, 2],
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},
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};
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// ─── ADVANCED CORE ───────────────────────────────────────────────────────
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// Fabricator 6 + Enchanter 3 — choose 3 mana types
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const ADVANCED_CORE: CoreDefinition = {
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id: 'advanced',
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tier: 3,
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name: 'Advanced Core',
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description: 'A powerful crystal core supporting three mana types. Player selects from unlocked elements.',
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manaTypes: ['earth'], // Default; player overrides with chosen types
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manaCapacity: 200,
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manaRegen: 3.0,
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maxRoomDuration: 5,
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summonCost: [elemCost('crystal', 30)],
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primaryManaType: 'crystal',
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tierMultiplier: 2.0,
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unlockRequirement: {
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type: 'dual_attunement',
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attunements: ['fabricator', 'enchanter'],
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levels: [6, 3],
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},
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};
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// ─── GUARDIAN CORE ───────────────────────────────────────────────────────
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// Invoker 5 + Fabricator 5 + Guardian Pact — guardian-specific mana types
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const GUARDIAN_CORE: CoreDefinition = {
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id: 'guardian',
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tier: 4,
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name: 'Guardian Core',
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description: 'A legendary core imbued with guardian energy. Provides all mana types granted by the chosen Guardian. Required for Guardian Constructs.',
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manaTypes: ['earth'], // Overridden by guardian-specific types when assigned
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manaCapacity: 500,
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manaRegen: 10.0,
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maxRoomDuration: 8,
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summonCost: [elemCost('earth', 50)], // Guardian-specific in practice
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primaryManaType: 'earth', // Overridden by guardian pact
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tierMultiplier: 3.0,
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unlockRequirement: {
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type: 'guardian_pact',
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attunements: ['invoker', 'fabricator'],
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levels: [5, 5],
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},
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};
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// ─── CORE REGISTRY ───────────────────────────────────────────────────────
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export const CORES: Record<string, CoreDefinition> = {
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[BASIC_CORE.id]: BASIC_CORE,
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[INTERMEDIATE_CORE.id]: INTERMEDIATE_CORE,
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[ADVANCED_CORE.id]: ADVANCED_CORE,
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[GUARDIAN_CORE.id]: GUARDIAN_CORE,
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};
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export const ALL_CORES = [BASIC_CORE, INTERMEDIATE_CORE, ADVANCED_CORE, GUARDIAN_CORE];
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@@ -0,0 +1,155 @@
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// ─── Frame Definitions ───────────────────────────────────────────────────
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// Physical combat characteristics for golems: damage, speed, armor pierce, magic affinity, special.
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import type { FrameDefinition } from './types';
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import { elemCost, rawCost } from './types';
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const EARTH_FRAME: FrameDefinition = {
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id: 'earth',
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name: 'Earth Frame',
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description: 'A sturdy construct of stone and soil. Balanced but unremarkable.',
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baseDamage: 6,
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attackSpeed: 1.2,
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armorPierce: 0.05,
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magicAffinity: 0.3,
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aoeTargets: 1,
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element: 'earth',
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specialEffect: 'none',
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summonCost: [rawCost(5)],
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unlockRequirement: {
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type: 'attunement_level',
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attunement: 'fabricator',
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level: 2,
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},
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};
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const SAND_FRAME: FrameDefinition = {
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id: 'sand',
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name: 'Sand Frame',
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description: 'A shifting construct of sand particles. Hits multiple enemies with high armor pierce.',
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baseDamage: 8,
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attackSpeed: 1.0,
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armorPierce: 0.6,
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magicAffinity: 0.5,
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aoeTargets: 2,
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element: 'sand',
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specialEffect: 'aoe',
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summonCost: [elemCost('sand', 8)],
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unlockRequirement: {
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type: 'mana_unlocked',
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manaType: 'sand',
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},
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};
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const FROST_FRAME: FrameDefinition = {
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id: 'frost',
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name: 'Frost Frame',
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description: 'An icy construct that slows enemies on hit. High magic affinity.',
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baseDamage: 10,
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attackSpeed: 1.2,
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armorPierce: 0.25,
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magicAffinity: 0.8,
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aoeTargets: 1,
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element: 'frost',
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specialEffect: 'slow',
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summonCost: [elemCost('frost', 10)],
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unlockRequirement: {
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type: 'mana_unlocked',
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manaType: 'frost',
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},
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};
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const CRYSTAL_FRAME: FrameDefinition = {
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id: 'crystal',
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name: 'Crystal Frame',
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description: 'A prismatic construct dealing high damage with precision. Very high magic affinity.',
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baseDamage: 14,
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attackSpeed: 1.8,
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armorPierce: 0.15,
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magicAffinity: 0.9,
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aoeTargets: 1,
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element: 'crystal',
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specialEffect: 'none',
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summonCost: [elemCost('crystal', 12)],
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unlockRequirement: {
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type: 'mana_unlocked',
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manaType: 'crystal',
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},
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};
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const STEEL_FRAME: FrameDefinition = {
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id: 'steel',
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name: 'Steel Frame',
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description: 'Forged from metal, this frame delivers devastating attacks with high armor pierce.',
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baseDamage: 18,
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attackSpeed: 1.6,
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armorPierce: 0.5,
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magicAffinity: 0.5,
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aoeTargets: 1,
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element: 'metal',
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specialEffect: 'none',
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summonCost: [elemCost('metal', 14)],
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unlockRequirement: {
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type: 'mana_unlocked',
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manaType: 'metal',
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},
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};
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const SHADOWGLASS_FRAME: FrameDefinition = {
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id: 'shadowglass',
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name: 'Shadowglass Frame',
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description: 'Volcanic glass animated by shadow. Extremely fast AoE attacks with devastating magic affinity.',
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baseDamage: 20,
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attackSpeed: 2.5,
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armorPierce: 0.65,
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magicAffinity: 0.95,
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aoeTargets: 2,
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element: 'shadowglass',
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specialEffect: 'aoe',
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summonCost: [elemCost('shadowglass', 18), rawCost(10)],
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unlockRequirement: {
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type: 'mana_unlocked',
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manaType: 'shadowglass',
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},
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};
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const CRYSTAL_STEEL_HYBRID_FRAME: FrameDefinition = {
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id: 'crystalSteelHybrid',
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name: 'Crystal-Steel Hybrid Frame',
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description: 'An advanced hybrid frame capable of housing Guardian Cores. Highest combined stats. Required for Guardian Constructs.',
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baseDamage: 22,
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attackSpeed: 2.8,
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armorPierce: 0.7,
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magicAffinity: 1.0,
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aoeTargets: 1,
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element: 'crystal',
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specialEffect: 'guardianConstruct',
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summonCost: [elemCost('crystal', 20), elemCost('metal', 15), rawCost(15)],
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unlockRequirement: {
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type: 'attunement_level',
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attunement: 'fabricator',
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level: 5,
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},
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};
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// ─── FRAME REGISTRY ─────────────────────────────────────────────────────
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export const FRAMES: Record<string, FrameDefinition> = {
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[EARTH_FRAME.id]: EARTH_FRAME,
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[SAND_FRAME.id]: SAND_FRAME,
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[FROST_FRAME.id]: FROST_FRAME,
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[CRYSTAL_FRAME.id]: CRYSTAL_FRAME,
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[STEEL_FRAME.id]: STEEL_FRAME,
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[SHADOWGLASS_FRAME.id]: SHADOWGLASS_FRAME,
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[CRYSTAL_STEEL_HYBRID_FRAME.id]: CRYSTAL_STEEL_HYBRID_FRAME,
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};
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export const ALL_FRAMES = [
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EARTH_FRAME,
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SAND_FRAME,
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FROST_FRAME,
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CRYSTAL_FRAME,
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STEEL_FRAME,
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SHADOWGLASS_FRAME,
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CRYSTAL_STEEL_HYBRID_FRAME,
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];
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@@ -0,0 +1,102 @@
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// ─── Golem Enchantment Definitions ───────────────────────────────────────
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// Optional sword effects applied to golem basic attacks.
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// Requires Enchanter 5 + Fabricator 5.
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import type { GolemEnchantmentDefinition } from './types';
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import { elemCost } from './types';
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const SWORD_FIRE: GolemEnchantmentDefinition = {
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id: 'sword_fire',
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name: 'Sword: Fire',
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description: 'Applies Burn DoT on basic attack.',
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effect: 'burn',
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capacityCost: 10,
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summonCost: [elemCost('fire', 5)],
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};
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const SWORD_FROST: GolemEnchantmentDefinition = {
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id: 'sword_frost',
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name: 'Sword: Frost',
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description: 'Applies additional Slow on basic attack.',
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effect: 'slow',
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capacityCost: 10,
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summonCost: [elemCost('frost', 5)],
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};
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const SWORD_LIGHTNING: GolemEnchantmentDefinition = {
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id: 'sword_lightning',
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name: 'Sword: Lightning',
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description: 'Chance to Shock (stun) on basic attack.',
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effect: 'shock',
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capacityCost: 12,
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summonCost: [elemCost('lightning', 6)],
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};
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const SWORD_SHADOW: GolemEnchantmentDefinition = {
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id: 'sword_shadow',
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name: 'Sword: Shadow',
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description: 'Chance to Weaken (reduce enemy damage) on basic attack.',
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effect: 'weaken',
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capacityCost: 12,
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summonCost: [elemCost('dark', 6)],
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};
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const SWORD_METAL: GolemEnchantmentDefinition = {
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id: 'sword_metal',
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name: 'Sword: Metal',
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description: 'Bonus Armor Pierce on basic attack.',
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effect: 'armorPierce',
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capacityCost: 8,
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summonCost: [elemCost('metal', 5)],
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};
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const SWORD_CRYSTAL: GolemEnchantmentDefinition = {
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id: 'sword_crystal',
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name: 'Sword: Crystal',
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description: 'Bonus Critical Chance on basic attack.',
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effect: 'criticalChance',
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capacityCost: 14,
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summonCost: [elemCost('crystal', 7)],
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};
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const SWORD_WATER: GolemEnchantmentDefinition = {
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id: 'sword_water',
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name: 'Sword: Water',
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description: 'Applies Soak on basic attack (increases lightning damage taken).',
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effect: 'soak',
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capacityCost: 8,
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summonCost: [elemCost('water', 4)],
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};
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const SWORD_EARTH: GolemEnchantmentDefinition = {
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id: 'sword_earth',
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name: 'Sword: Earth',
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description: 'Bonus damage to shielded enemies on basic attack.',
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effect: 'shieldBreak',
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capacityCost: 10,
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summonCost: [elemCost('earth', 5)],
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};
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// ─── ENCHANTMENT REGISTRY ────────────────────────────────────────────────
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export const GOLEM_ENCHANTMENTS: Record<string, GolemEnchantmentDefinition> = {
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[SWORD_FIRE.id]: SWORD_FIRE,
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[SWORD_FROST.id]: SWORD_FROST,
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[SWORD_LIGHTNING.id]: SWORD_LIGHTNING,
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[SWORD_SHADOW.id]: SWORD_SHADOW,
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[SWORD_METAL.id]: SWORD_METAL,
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[SWORD_CRYSTAL.id]: SWORD_CRYSTAL,
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[SWORD_WATER.id]: SWORD_WATER,
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[SWORD_EARTH.id]: SWORD_EARTH,
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};
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export const ALL_GOLEM_ENCHANTMENTS = [
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SWORD_FIRE,
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SWORD_FROST,
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SWORD_LIGHTNING,
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SWORD_SHADOW,
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SWORD_METAL,
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SWORD_CRYSTAL,
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SWORD_WATER,
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SWORD_EARTH,
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];
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@@ -1,14 +1,8 @@
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// ─── Golem Definitions Data ─────────────────────────
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// Combined golem definitions from all golem modules.
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// Extracted to a standalone module to avoid circular dependencies
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// between index.ts and utils.ts.
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// ─── Golem Definitions Data ──────────────────────────────────────────────
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// Combined component registries for the component-based golem system.
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// Extracted to a standalone module to avoid circular dependencies.
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import { BASE_GOLEMS } from './base-golems';
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import { ELEMENTAL_GOLEMS } from './elemental-golems';
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import { HYBRID_GOLEMS } from './hybrid-golems';
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export const GOLEMS_DEF = {
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...BASE_GOLEMS,
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...ELEMENTAL_GOLEMS,
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...HYBRID_GOLEMS,
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};
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export { CORES, ALL_CORES } from './cores';
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export { FRAMES, ALL_FRAMES } from './frames';
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export { MIND_CIRCUITS, ALL_MIND_CIRCUITS } from './mindCircuits';
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export { GOLEM_ENCHANTMENTS, ALL_GOLEM_ENCHANTMENTS } from './golemEnchantments';
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@@ -1,23 +1,31 @@
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// ─── Golem Definitions Index ───────────────────────
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// Re-exports from all golem modules
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// ─── Golem Definitions Index ─────────────────────────────────────────────
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// Barrel exports for the component-based golem system.
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// Re-export types
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export type { GolemDef, GolemManaCost } from './types';
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export type {
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CoreDefinition,
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CoreId,
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FrameDefinition,
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FrameId,
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FrameSpecial,
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MindCircuitDefinition,
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MindCircuitId,
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CircuitBehavior,
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GolemEnchantmentDefinition,
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GolemDesign,
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ComputedGolemStats,
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GolemManaCost,
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GolemUnlockRequirement,
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ActiveGolemV2,
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} from './types';
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// Re-export combined golems data (extracted to avoid circular deps)
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export { GOLEMS_DEF } from './golems-data';
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export { elemCost, rawCost } from './types';
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// Re-export utility functions
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export {
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getGolemSlots,
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isGolemUnlocked,
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getUnlockedGolems,
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getGolemDamage,
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getGolemAttackSpeed,
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getGolemFloorDuration,
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getGolemMaintenanceMultiplier,
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canAffordGolemSummon,
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deductGolemSummonCost,
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canAffordGolemMaintenance,
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deductGolemMaintenance,
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} from './utils';
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// Re-export component registries
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export { CORES, ALL_CORES } from './cores';
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export { FRAMES, ALL_FRAMES } from './frames';
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export { MIND_CIRCUITS, ALL_MIND_CIRCUITS } from './mindCircuits';
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export { GOLEM_ENCHANTMENTS, ALL_GOLEM_ENCHANTMENTS } from './golemEnchantments';
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// Legacy re-exports (deprecated, kept for migration)
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export type { GolemDef } from './types';
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@@ -0,0 +1,77 @@
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// ─── Mind Circuit Definitions ────────────────────────────────────────────
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// Behavior logic for golems: basic attacks, spell casting patterns.
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import type { MindCircuitDefinition } from './types';
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import { elemCost, rawCost } from './types';
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const SIMPLE_CIRCUIT: MindCircuitDefinition = {
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id: 'simple',
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name: 'Simple Logic Circuit',
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description: 'Performs basic attacks only. Targets nearest enemy. No spell casting.',
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||||
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,
|
||||
];
|
||||
@@ -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; // 0–1 fraction of enemy armor bypassed
|
||||
magicAffinity: number; // 0.0–1.0+, 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
@@ -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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user