refactor: replace static guardians with elemental progression system
Replace the old GUARDIANS constant (arbitrary floor assignments) with a proper elemental → compound → exotic → combo progression: - Floors 10-70: Base elements (Fire, Water, Air, Earth, Light, Dark, Death) - Floor 80: Utility element (Transference) - Floors 90-110: Compound elements (Metal, Sand, Lightning) - Floors 120-140: Exotic elements (Crystal, Stellar, Void) - Floor 150+: Procedural combo guardians (scaling with floor) Key changes: - Create guardian-data.ts with BASE_GUARDIANS (14 static entries) - Simplify guardian-encounters.ts to only handle procedural combos (150+) - getGuardianForFloor() now generates names for empty-name entries - Remove old compound/exotic duplicate definitions from guardian-encounters.ts - Update spire-utils.test.ts to test the new progression - Update SpireSummaryTab.test.ts floor counts (14 static + 10 combo = 24) All 89 guardian-related tests pass. 3 pre-existing failures in room-utils-floor-state.test.ts are unrelated (speed room / floor 0 edge cases).
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# Circular Dependencies
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Generated: 2026-05-23T12:53:16.980Z
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Generated: 2026-05-23T14:09:24.244Z
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Found: 4 circular chain(s) — these MUST be fixed before modifying involved files.
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1. Processed 129 files (1.4s) (3 warnings)
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1. Processed 129 files (1.5s) (3 warnings)
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2. 1) stores/gameStore.ts > stores/gameActions.ts
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3. 2) stores/gameStore.ts > stores/gameLoopActions.ts
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4. 3) stores/gameStore.ts > stores/tick-pipeline.ts
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