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:
@@ -7,10 +7,14 @@ import { getGuardianForFloor } from '../data/guardian-encounters';
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import type { CombatStore, CombatState } from './combat-state.types';
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import type { SpellState, EnemyState, EquipmentInstance, FloorState } from '../types';
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import { applyOnHitEffect, processDoTPhase } from './dot-runtime';
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import type { ActiveGolem } from '../types';
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import type { ActiveGolem, RuntimeActiveGolem } from '../types';
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import { getFloorMaxHP, getFloorElement, getMultiElementBonus, calcDamage, calcMeleeDamage, canAffordSpellCost, deductSpellCost } from '../utils';
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import { computeDisciplineEffects } from '../effects/discipline-effects';
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import { processGolemMaintenance, processGolemAttacks } from './golem-combat-actions';
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import {
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processGolemMaintenance,
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processGolemAttacks,
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processGolemManaRegen,
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} from './golem-combat-actions';
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import { applyDamageToRoom } from './combat-damage';
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// ─── Result Type ───────────────────────────────────────────────────────────────
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@@ -22,7 +26,7 @@ function makeDefaultCombatTickResult(
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>,
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state: CombatState,
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activeGolems: ActiveGolem[],
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activeGolems: RuntimeActiveGolem[],
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): CombatTickResult {
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return {
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rawMana,
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@@ -52,7 +56,7 @@ export interface CombatTickResult {
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maxFloorReached: number;
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castProgress: number;
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equipmentSpellStates: CombatState['equipmentSpellStates'];
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activeGolems: ActiveGolem[];
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activeGolems: RuntimeActiveGolem[];
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meleeSwordProgress: Record<string, number>;
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currentRoom: FloorState;
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}
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@@ -73,7 +77,7 @@ export function processCombatTick(
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modifiedDamage?: number;
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},
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signedPacts: number[],
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golemancyState: { activeGolems: ActiveGolem[] },
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golemancyState: { activeGolems: RuntimeActiveGolem[] },
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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applyEnemyDefenses: (
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dmg: number,
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@@ -94,9 +98,11 @@ export function processCombatTick(
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}
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try {
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// ─── Golem maintenance (spec §9.5) ──────────────────────────────────────
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// ─── Golem maintenance (spec §13) ──────────────────────────────────────
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const golemDesigns = state.golemancy.golemDesigns || {};
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const maintenanceResult = processGolemMaintenance(
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golemancyState.activeGolems,
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golemDesigns,
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rawMana,
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elements,
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);
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@@ -105,6 +111,9 @@ export function processCombatTick(
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elements = maintenanceResult.elements;
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logMessages.push(...maintenanceResult.logMessages);
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// ─── Golem mana regen (spec §12) ───────────────────────────────────────
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activeGolems = processGolemManaRegen(activeGolems, golemDesigns);
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// Write maintained golems back immediately so tick state stays consistent
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set({ golemancy: { ...state.golemancy, activeGolems } });
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@@ -289,15 +298,11 @@ export function processCombatTick(
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}
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}
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// ─── Golem attacks (spec §9.4) ───────────────────────────────────────────
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// ─── Golem attacks (spec §11) ───────────────────────────────────────────
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if (activeGolems.length > 0 && floorHP > 0) {
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const golemResult = processGolemAttacks(
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activeGolems,
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rawMana,
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elements,
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floorHP,
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floorMaxHP,
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currentFloor,
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golemDesigns,
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onDamageDealt,
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golemApplyDamageToRoom,
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);
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@@ -244,7 +244,7 @@ export function createEnterSpireMode(get: GetFn, set: SetFn) {
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roomResetState: {},
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descentPeak: null,
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isDescentComplete: false,
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golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
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golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0, golemDesigns: {}, golemLoadout: [], legacyActiveGolems: [] },
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});
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get().addActivityLog('floor_transition',
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@@ -1,7 +1,7 @@
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// ─── Combat State Types ────────────────────────────────────────────────────────
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// Shared types for combat store and combat actions to avoid circular dependency
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, EnemyState, EquipmentInstance } from '../types';
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, RuntimeActiveGolem, EnemyState, EquipmentInstance, SerializedGolemDesign } from '../types';
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/** Signature for the advanceRoomOrFloor callback to break circular dependency */
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export type AdvanceRoomFn = (get: () => CombatStore, set: (s: Partial<CombatState>) => void) => void;
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@@ -130,6 +130,9 @@ export interface CombatActions {
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// Golemancy
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toggleGolem: (golemId: string) => void;
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setEnabledGolems: (golemIds: string[]) => void;
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addGolemDesign: (design: SerializedGolemDesign) => void;
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removeGolemDesign: (designId: string) => void;
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toggleGolemLoadoutEntry: (designId: string) => void;
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// Spells
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learnSpell: (spellId: string) => void;
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@@ -155,7 +158,7 @@ export interface CombatActions {
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onFloorCleared: (floor: number, wasGuardian: boolean) => void,
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onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
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signedPacts: number[],
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golemancyState: { activeGolems: ActiveGolem[] },
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golemancyState: { activeGolems: RuntimeActiveGolem[] },
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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applyEnemyDefenses: (
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dmg: number,
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@@ -177,7 +180,7 @@ export interface CombatActions {
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maxFloorReached: number;
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castProgress: number;
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equipmentSpellStates: EquipmentSpellState[];
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activeGolems: ActiveGolem[];
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activeGolems: RuntimeActiveGolem[];
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meleeSwordProgress: Record<string, number>;
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currentRoom: FloorState;
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};
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@@ -4,7 +4,7 @@
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import { create } from 'zustand';
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import { persist } from 'zustand/middleware';
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import { createSafeStorage } from '../utils/safe-persist';
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, EnemyState, EquipmentInstance } from '../types';
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, RuntimeActiveGolem, EnemyState, EquipmentInstance } from '../types';
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import { getFloorMaxHP } from '../utils';
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import { generateSpireFloorState, getRoomsForFloor } from '../utils/spire-utils';
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import { addActivityLogEntry } from '../utils/activity-log';
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@@ -17,6 +17,9 @@ import {
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import {
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onEnterLibraryRoom, tickNonCombatRoom, skipNonCombatRoom, stayLongerInRoom,
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} from './non-combat-room-actions';
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import {
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addGolemDesign, removeGolemDesign, toggleGolemLoadoutEntry,
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} from './golemancy-actions';
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export const useCombatStore = create<CombatStore>()(
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persist(
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@@ -50,12 +53,17 @@ export const useCombatStore = create<CombatStore>()(
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clearedRooms: {},
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isDescentComplete: false,
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// Golemancy
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// Golemancy (component-based)
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golemancy: {
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// New component-based fields
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golemDesigns: {},
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golemLoadout: [],
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activeGolems: [] as RuntimeActiveGolem[],
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lastSummonFloor: 0,
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// Legacy fields (deprecated)
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enabledGolems: [],
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summonedGolems: [],
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activeGolems: [],
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lastSummonFloor: 0,
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legacyActiveGolems: [],
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},
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// Equipment spell states
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@@ -196,24 +204,15 @@ export const useCombatStore = create<CombatStore>()(
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currentRoomIndex: 0,
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roomsPerFloor: 1,
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maxFloorReached: Math.max(s.maxFloorReached, 1),
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golemancy: { ...s.golemancy, activeGolems: [], summonedGolems: [] },
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golemancy: { ...s.golemancy, activeGolems: [] as RuntimeActiveGolem[], summonedGolems: [], legacyActiveGolems: [] },
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};
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});
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},
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startClimbUp: () => set({ climbDirection: 'up', currentAction: 'climb' }),
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startClimbDown: () => set({ climbDirection: 'down', currentAction: 'climb' }),
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startPracticing: () => set((s) => {
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if (s.currentAction !== 'meditate') return s;
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return { currentAction: 'practicing' };
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}),
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stopPracticing: () => set((s) => {
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if (s.currentAction !== 'practicing') return s;
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return { currentAction: 'meditate' };
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}),
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startPracticing: () => set((s) => s.currentAction !== 'meditate' ? s : { currentAction: 'practicing' }),
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stopPracticing: () => set((s) => s.currentAction !== 'practicing' ? s : { currentAction: 'meditate' }),
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// ─── Spec: Descent actions (delegated to combat-descent-actions.ts) ────
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enterDescentMode: () => enterDescentMode(get, set),
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@@ -246,6 +245,10 @@ export const useCombatStore = create<CombatStore>()(
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}));
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},
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addGolemDesign: (d) => addGolemDesign(set, d),
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removeGolemDesign: (id) => removeGolemDesign(set, id),
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toggleGolemLoadoutEntry: (id) => toggleGolemLoadoutEntry(set, id),
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enterSpireMode: createEnterSpireMode(get, set),
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learnSpell: (spellId: string) => {
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@@ -310,7 +313,7 @@ export const useCombatStore = create<CombatStore>()(
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onFloorCleared: (floor: number, wasGuardian: boolean) => void,
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onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
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signedPacts: number[],
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golemancyState: { activeGolems: ActiveGolem[] },
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golemancyState: { activeGolems: RuntimeActiveGolem[] },
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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applyEnemyDefenses: (
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dmg: number,
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@@ -390,6 +393,4 @@ export const useCombatStore = create<CombatStore>()(
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)
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);
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// makeInitialSpells is now in combat-actions.ts
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// Re-export for backward compatibility
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export { makeInitialSpells } from './combat-actions';
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@@ -1,80 +1,120 @@
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// ─── Golem Combat Actions ──────────────────────────────────────────────────────
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// Pure golem combat logic — no cross-store getState() calls.
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// All external data is passed in as parameters.
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// Implements spec §9: summoning, maintenance, attack, room-duration.
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// ─── Golem Combat Actions (Component-Based) ──────────────────────────────────
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// Runtime golem combat logic for the component-based construction system.
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// All external data is passed in as parameters (no cross-store getState() calls).
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// Implements spec §§10-14: summoning, maintenance, combat, mana, duration.
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import { GOLEMS_DEF } from '../data/golems';
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import { HOURS_PER_TICK } from '../constants';
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import type { ActiveGolem, GolemancyState } from '../types';
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import { getElementalBonus, getFloorElement } from '../utils';
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import { CORES, FRAMES, MIND_CIRCUITS } from '../data/golems';
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import { computeGolemStats, getGolemSlots } from '../data/golems/utils';
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import type {
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RuntimeActiveGolem,
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GolemLoadoutEntry,
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EnemyState,
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ActiveEffect,
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} from '../types';
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// ─── Types ─────────────────────────────────────────────────────────────────────
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// ─── Types ───────────────────────────────────────────────────────────────────
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export interface GolemCombatResult {
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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activeGolems: ActiveGolem[];
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activeGolems: RuntimeActiveGolem[];
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logMessages: string[];
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totalDamageDealt: number;
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}
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// ─── Summoning (spec §9.3) ─────────────────────────────────────────────────────
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interface SerializedDesign {
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id: string;
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name: string;
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coreId: string;
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frameId: string;
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mindCircuitId: string;
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enchantmentIds: string[];
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selectedManaTypes: string[];
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selectedSpells: string[];
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}
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// ─── Summoning (spec §10) ───────────────────────────────────────────────────
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/**
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* Attempt to summon golems from the enabled loadout on room entry.
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* For each enabled golem: if the player has enough mana, deduct cost and activate.
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* Golems that can't be skipped are NOT re-attempted mid-room.
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* Attempt to summon golems from the loadout on room entry.
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* For each enabled design: if player has enough mana, deduct cost and activate.
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* Designs that can't be afforded are NOT re-attempted mid-room.
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*/
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export function summonGolemsOnRoomEntry(
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enabledGolems: string[],
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loadout: GolemLoadoutEntry[],
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>,
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currentFloor: number,
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existingActiveGolems: ActiveGolem[],
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existingActiveGolems: RuntimeActiveGolem[],
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disciplineSlotsBonus: number,
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): {
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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activeGolems: ActiveGolem[];
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activeGolems: RuntimeActiveGolem[];
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logMessages: string[];
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} {
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let newRawMana = rawMana;
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let newElements = { ...elements };
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const newElements = { ...elements };
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const newActiveGolems = [...existingActiveGolems];
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const logMessages: string[] = [];
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for (const golemId of enabledGolems) {
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const def = GOLEMS_DEF[golemId];
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if (!def) continue;
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const activeCount = newActiveGolems.length;
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// Skip if this golem is already active (e.g. summoned on a previous floor
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// and still within its room-duration)
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const alreadyActive = newActiveGolems.some((ag) => ag.golemId === golemId);
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for (const entry of loadout) {
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if (!entry.enabled) continue;
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// Check slot availability
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if (newActiveGolems.length >= activeCount + disciplineSlotsBonus + getGolemSlots(0)) {
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logMessages.push('No golem slots available');
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break;
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}
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const design = entry.design as SerializedDesign;
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// Resolve components
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const core = CORES[design.coreId];
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const frame = FRAMES[design.frameId];
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const circuit = MIND_CIRCUITS[design.mindCircuitId];
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if (!core || !frame || !circuit) {
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logMessages.push(`${entry.design.name} has invalid components — skipped`);
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continue;
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}
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// Skip if already active
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const alreadyActive = newActiveGolems.some((ag) => ag.designId === entry.designId);
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if (alreadyActive) continue;
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// Check if player can afford the summon cost (multi-type costs supported)
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// Build component-based design for cost calculation
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const stats = computeGolemStats({
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id: design.id,
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name: design.name,
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core: { ...core, manaTypes: design.selectedManaTypes.length > 0 ? design.selectedManaTypes : core.manaTypes },
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frame,
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mindCircuit: circuit,
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enchantments: [], // Simplified — enchantments resolved by ID in full implementation
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selectedManaTypes: design.selectedManaTypes,
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selectedSpells: design.selectedSpells,
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});
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// Check affordability
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let canAfford = true;
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for (const cost of def.summonCost) {
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for (const cost of stats.totalSummonCost) {
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if (cost.type === 'raw') {
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if (newRawMana < cost.amount) {
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canAfford = false;
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break;
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}
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if (newRawMana < cost.amount) { canAfford = false; break; }
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} else if (cost.element) {
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const elem = newElements[cost.element];
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if (!elem || !elem.unlocked || elem.current < cost.amount) {
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canAfford = false;
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break;
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}
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if (!elem?.unlocked || elem.current < cost.amount) { canAfford = false; break; }
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}
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}
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if (!canAfford) {
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logMessages.push(`Not enough mana to summon ${def.name} — skipped`);
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logMessages.push(`Not enough mana to summon ${entry.design.name} — skipped`);
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continue;
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}
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// Deduct summon cost
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for (const cost of def.summonCost) {
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for (const cost of stats.totalSummonCost) {
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if (cost.type === 'raw') {
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newRawMana -= cost.amount;
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} else if (cost.element && newElements[cost.element]) {
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@@ -85,15 +125,16 @@ export function summonGolemsOnRoomEntry(
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}
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}
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// Activate golem with fresh room duration and zero attack progress
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newActiveGolems.push({
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golemId: def.id,
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designId: entry.designId,
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summonedFloor: currentFloor,
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attackProgress: 0,
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roomsRemaining: def.maxRoomDuration,
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roomsRemaining: stats.maxRoomDuration,
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currentMana: stats.manaCapacity,
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spellCastIndex: 0,
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});
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|
||||
logMessages.push(`${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 };
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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 } };
|
||||
});
|
||||
}
|
||||
@@ -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));
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user