refactor: remove GUARDIANS constant, consolidate into guardian-data.ts
- Delete src/lib/game/constants/guardians.ts (the old static GUARDIANS constant) - Create src/lib/game/data/guardian-data.ts with BASE_GUARDIANS (same data, new home) - Remove GUARDIANS export from constants/index.ts - Update all 11 files that imported GUARDIANS to use getGuardianForFloor() or BASE_GUARDIANS: - useGameDerived.ts, combat-actions.ts, gameStore.ts, prestigeStore.ts - combat-utils.ts, room-utils.ts, floor-utils.ts, spire-utils.ts - SpireCombatPage.tsx, SpireHeader.tsx - Update 4 test files to use getGuardianForFloor() instead of GUARDIANS constant - guardian-encounters.ts now imports BASE_GUARDIANS from guardian-data.ts - Split room-utils.test.ts (505 lines) into room-utils.test.ts + room-utils-floor-state.test.ts
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@@ -2,10 +2,10 @@
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// Spire-specific utility functions for room generation, enemy stat scaling, etc.
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import type { RoomType, FloorState, EnemyState } from '../types';
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import { GUARDIANS, FLOOR_ELEM_CYCLE, PUZZLE_ROOMS } from '../constants';
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import { FLOOR_ELEM_CYCLE, PUZZLE_ROOMS } from '../constants';
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import { getFloorMaxHP, getFloorElement } from './floor-utils';
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import { getEnemyName } from './enemy-utils';
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import { isGuardianFloor, getExtendedGuardian } from '../data/guardian-encounters';
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import { getGuardianForFloor, isGuardianFloor } from '../data/guardian-encounters';
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// ─── Spire Room Configuration ─────────────────────────────────────────────────
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@@ -85,7 +85,7 @@ export function generateSpireFloorState(floor: number, roomIndex: number, totalR
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switch (roomType) {
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case 'guardian': {
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const guardian = GUARDIANS[floor] || getExtendedGuardian(floor);
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const guardian = getGuardianForFloor(floor);
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if (guardian) {
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return {
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roomType: 'guardian',
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