feat: implement Transference Channel system for Enchanter attunement
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- Add isChanneling, channelSpeedMultiplier, channelDrainRate to CombatState - Add startChanneling/stopChanneling actions to combat store - Add transference-channeling discipline with 3 perks (channel-efficiency, channel-power, channel-mastery) - Add channelIntensity and channelEfficiency to KNOWN_BONUS_STATS - Create combat-channel.ts with drain + speed multiplier computation - Apply channel speed multiplier to equipment spells and melee attacks - Add Channel Transference hold-button UI to SpireCombatPage - Add compact channel status indicator to SpireCombatControls - Channel state resets on spire exit, persists across room transitions - All 1235 existing tests pass
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# Room Enchantments System — Design Spec
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> Describes the Room Enchantments system: a semi-combat, semi-preparation system for the
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> Enchanter attunement. Footwear enchantments passively stamp the room with elemental auras
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> during combat. The longer the fight, the more the room becomes the Enchanter's weapon.
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---
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## 1. Objective
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The Enchanter currently has no active combat system. The enchanting pipeline (Design →
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Prepare → Apply) is entirely offline. The Room Enchantments system adds an **always-on
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combat presence** that scales with time: as the Enchanter fights in a room, their enchanted
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footwear gradually covers the room with elemental aura effects that damage enemies, apply
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debuffs, or buff the player.
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**Design goals:**
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- Give the Enchanter an active combat identity distinct from Invocation (parallel cast
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track) and Golemancy (summoned units): the **environmental controller**
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- Create a "semi-combat, semi-preparation" loop: choose footwear enchantments offline,
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then they work passively during combat with no active input required
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- Give transference mana a combat application through the `boots_sigil_transference`
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enchantment and the coverage-rate discipline
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- Make longer fights (especially guardians) more rewarding the longer they go
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- Keep the system simple: one coverage meter, linear scaling, no thresholds or activation
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decisions during combat
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---
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## 2. Identity
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| Property | Value |
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|---|---|
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| **System name** | Room Enchantments |
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| **Attunement** | Enchanter |
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| **Equipment slot** | Feet |
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| **Core resource** | Coverage meter (0–100) per room |
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| **Primary mana** | Transference (discipline fuel + transference sigil regen) |
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| **Combat role** | Environmental aura control — scales with time-in-combat |
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| **Preparation** | Enchant boots via the existing Design → Prepare → Apply pipeline |
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| **Active element** | None — entirely passive during combat |
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### Attunement Comparison
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| Attunement | Combat Identity | Scaling | Player Input |
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|---|---|---|---|
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| Invoker | Parallel auto-cast (guardian spells) | Charge meter fill/spend | Auto-activate |
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| Fabricator | Summoned golems (independent actors) | Golem maintenance | Design golems offline |
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| **Enchanter** | **Environmental aura control** | **Time-in-combat coverage** | **Enchant boots offline** |
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---
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## 3. Core Mechanic: The Coverage Meter
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### 3.1 The Meter
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Each room has a single **coverage meter** from 0 to 100, stored on `FloorState`:
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```typescript
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// Addition to FloorState in types/game.ts
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roomEnchantment: {
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coverage: number; // 0-100, current coverage percentage
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} | null; // null when no footwear room enchantments are equipped
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```
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- `null` when the player has no footwear with room enchantment sigils equipped.
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- Initialized to `{ coverage: 0 }` on room entry if footwear has room enchantments.
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- Resets to 0 on every room transition (fresh room, fresh canvas).
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### 3.2 Coverage Growth
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Coverage grows by a flat amount per combat tick:
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```
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coveragePerTick = baseRate + disciplineBonus
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where:
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baseRate = 0.2
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disciplineBonus = roomCoverageRateBonus (from the `room-coverage-rate` capped perk)
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```
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At base rate (no discipline bonus):
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- 0.2 per tick → 500 ticks to reach 100
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- At 200ms/tick → **100 seconds real time** to full coverage
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Coverage growth requires ALL of the following:
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1. Player is in `climb` action
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2. Current room has living enemies (`floorHP > 0`)
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3. Player has at least one footwear room enchantment equipped
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Coverage does **NOT** scale with cast speed, attack speed, transference spending, or any
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other stat. It is purely time-based. This is intentional — the system is designed to be
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zero-input during combat.
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### 3.3 Coverage Cap
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Coverage is hard-capped at 100. Once full, room enchantments operate at full strength and
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stop accumulating.
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---
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## 4. Enchantment Definitions
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### 4.1 Effect Category
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Room enchantments use `category: 'special'` with unique `specialId` values, following the
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exact same pattern as existing equipment effects (e.g., `sword_fire` → `specialId:
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'fireBlade'`). They are defined alongside existing enchantment definitions.
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Allowed equipment category: `['feet']` only.
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### 4.2 Effect Structure
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```typescript
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// Room enchantment effects use the same EnchantmentEffectDef type
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// category: 'special'
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// effect.type: 'special'
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// effect.specialId: a unique string handled by the room enchantment tick processor
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```
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The `specialId` is a new convention: `room_<element>_<effectType>` (e.g.,
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`room_fire_damage`, `room_frost_debuff`, `room_transference_buff`).
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> **Note:** Room enchantment `specialId` values use the game's existing mana type names
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> (e.g., `death` not `poison`, `transference` not `arcane`) for consistency with the
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> 22 defined mana types.
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### 4.3 Scaling Formula
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Each room enchantment's effect scales linearly with coverage:
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```
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effectMagnitude = baseMagnitude × (coverage / 100)
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```
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Examples:
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- `boots_sigil_fire` at 25% coverage: burn = 5 × 0.25 = **1.25 damage/tick** to all enemies
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- `boots_sigil_fire` at 50% coverage: burn = 5 × 0.50 = **2.5 damage/tick** to all enemies
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- `boots_sigil_fire` at 100% coverage: burn = 5 × 1.00 = **5 damage/tick** to all enemies
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All magnitudes are floating-point. Damage per tick is applied as-is (not rounded per
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tick; rounding only occurs on display).
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### 4.4 Enchantment Table
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| Enchant ID | Name | specialId | Effect Type | Base Magnitude (at 100%) | Capacity Cost |
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|---|---|---|---|---|---|
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| `boots_sigil_fire` | Blazing Footsteps | `room_fire_damage` | Room DoT (burn all enemies) | 5 dmg/tick | 30 |
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| `boots_sigil_frost` | Frozen Trail | `room_frost_debuff` | Enemy slow | 10% slow | 25 |
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| `boots_sigil_death` | Necrotic Tread | `room_death_damage` | Room DoT (death all enemies) | 3 dmg/tick | 25 |
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| `boots_sigil_lightning` | Shocking Stride | `room_lightning_damage` | Single-target chain dmg | 3 dmg/tick random enemy | 28 |
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| `boots_sigil_dark` | Shadow Patch | `room_dark_dodge_debuff` | Enemy dodge reduction | −10% dodge | 22 |
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| `boots_sigil_earth` | Scoured Earth | `room_earth_armor_debuff` | Enemy armor reduction | −5% armor | 28 |
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| `boots_sigil_transference_ground` | Transference Grounds | `room_transference_buff` | Player cast speed | +5% cast speed | 20 |
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| `boots_sigil_transference_path` | Conductive Path | `room_transference_regen` | Transference mana regen | +10%/hr regen | 20 |
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All costs fit within footwear capacity range (15–35), meaning players can fit 1–2 room
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enchantments per pair of boots.
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### 4.5 Effect Application Rules
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**DoT effects** (damage over time: fire, death, lightning):
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- Applied to ALL living enemies in the room each tick
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- Bypass armor — room-wide DoT ignores enemy armor, dodge, and barrier
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- Do NOT apply to dead enemies (hp ≤ 0)
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- For single-target effects (lightning): target is chosen randomly among living enemies
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each tick
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**Debuff effects** (frost slow, dark dodge reduction, dark armor reduction):
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- Applied as a modifier to all living enemies, recalculated each tick based on current
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coverage
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- Slow: reduces enemy dodge chance (negative value subtracted from base dodge)
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- Dodge reduction: directly reduces enemy dodge chance
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- Armor reduction: directly reduces enemy effectiveArmor (minimum 0)
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- Applied at the end of the room enchantment phase (after the DoT/debuff phase). Debuffs
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take effect on the **next** tick — there is a one-tick delay before reduced dodge/armor
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affects incoming attacks. This is intentional: the room enchantment phase runs late in
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the tick pipeline.
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**Buff/Regen effects** (transference cast speed, transference regen):
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- Applied as a modifier to the player's combat bonuses, recalculated each tick
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- Stored in the combat tick result and factored into existing `computeAllEffects()` math
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- Cast speed: added to `attackSpeedMultiplier` as `1 + (baseBonus × coverage%)`
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- Transference regen: added to transference mana regen per hour as `baseRegen × coverage%`
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> **Note on debuff timing:** Because the room enchantment phase runs after the DoT/debuff
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> phase in the tick pipeline, debuffs (frost slow, dark dodge reduction, dark armor reduction)
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> are applied to enemy state at the end of the tick. The modified enemy stats take effect
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> on the **following** tick when the enemy defense pipeline runs. This means there is always
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> a one-tick delay between coverage growth and debuff impact on incoming attacks.
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### 4.6 Stacking Multiple Enchantments
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If the player has two room enchantments on their boots (e.g., `boots_sigil_fire` +
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`boots_sigil_frost`):
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- Both share the same coverage meter (there is only one)
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- Both scale off the same coverage percentage
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- Both apply their effects independently each tick
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- Total capacity cost must fit within the footwear's total capacity
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---
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## 5. State Changes
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### 5.1 FloorState (`types/game.ts`)
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```typescript
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export interface FloorState {
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// ... all existing fields ...
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// Room enchantment state — null when no footwear room enchants are equipped
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roomEnchantment: {
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coverage: number; // 0-100
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} | null;
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}
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```
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### 5.2 Combat Store Additions
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The combat store needs a new field to persist the previous room's coverage across room
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transitions (for the `resonant-stamps` perk). Add to `CombatState` in
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`combat-state.types.ts`:
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```typescript
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// Room enchantment carryover (for resonant-stamps perk)
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lastRoomCoverage: number; // 0-20, carryover from previous room, resets on spire exit
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```
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And the corresponding action:
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```typescript
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setLastRoomCoverage: (value: number) => void;
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```
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### 5.3 Combat Processing
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The room enchantment tick is processed in `combat-actions.ts` → `processCombatTick()`,
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executed in the tick pipeline immediately after the DoT/debuff phase:
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```
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Tick order in processCombatTick:
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1. Golem maintenance
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2. Active spell casting
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3. Equipment spell states
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4. Invocation tick
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5. Melee attacks
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6. Golem attacks
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7. DoT/debuff tick processing
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8. ── Room enchantment tick ← NEW
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> **File size note:** `combat-actions.ts` is currently 377 lines. Adding the room
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> enchantment phase may push it toward the 400-line limit. If so, extract the phase
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> logic into a new file (e.g., `combat-room-enchantments.ts`) and call it from
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> `processCombatTick`.
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```
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### 5.4 New Utility File
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A new file `src/lib/game/utils/room-enchantments-utils.ts` exports:
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```typescript
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// Compute coverage per tick from discipline stats
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export function computeCoveragePerTick(disciplineBonus: number): number;
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// Apply all room enchantment effects for one tick
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// Returns updated { enemies, rawMana, elementStates, playerBuffs }
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export function applyRoomEnchantmentTick(params: {
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coverage: number;
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auraMagnitude: number; // roomEnchantmentAuraMagnitude from discipline effects
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equippedRoomEnchantments: Array<{ specialId: string; baseMagnitude: number }>;
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enemies: EnemyState[];
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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}): {
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enemies: EnemyState[];
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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playerBuffs: {
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castSpeedBonus: number;
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transferenceRegenBonus: number;
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};
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};
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// Get list of room enchantment effects from equipped footwear
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export function getEquippedRoomEnchantments(
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equippedInstances: Record<string, string | null>,
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equipmentInstances: Record<string, EquipmentInstance>,
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): Array<{ specialId: string; baseMagnitude: number }>;
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```
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### 5.5 Room Transition Behavior
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Coverage resets on every room transition. This is handled in the existing
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`advanceRoomOrFloor()` flow in `combat-descent-actions.ts`:
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- When a new `FloorState` is generated (via `generateSpireFloorState()`), the new room
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starts with `roomEnchantment: null`
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- Just before the `FloorState` is finalized, the current room's coverage is saved to
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`lastRoomCoverage` on the combat store (capped at 20 if `resonant-stamps` perk is
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active, otherwise 0)
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- At the start of the combat tick, if `roomEnchantment` is null and the player has
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footwear room enchantments equipped, it is initialized to
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`{ coverage: lastRoomCoverage }`
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- If the player has no footwear room enchantments, it stays null and the room
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enchantment tick is skipped entirely
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- `lastRoomCoverage` resets to 0 on spire exit
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---
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## 6. Discipline Integration
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### 6.1 New Discipline: Room Enchanting
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A new Enchanter discipline that directly enhances the Room Enchantment system.
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**Definition:**
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| Field | Value |
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|---|---|
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| **ID** | `room-enchanting` |
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| **Name** | Room Enchanting |
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| **Attunement** | `enchanter` |
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| **Mana Type** | `transference` |
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| **Base Cost** | 10 |
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| **Stat Bonus** | `roomEnchantmentAuraMagnitude` +0.10 (base) |
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| **Scaling Factor** | 100 |
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| **Difficulty Factor** | 150 |
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| **Drain Base** | 3 |
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**Main stat: `roomEnchantmentAuraMagnitude`**
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This stat is a multiplier on all room enchantment aura magnitudes:
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```
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effectMagnitude = baseMagnitude × coverage% × (1 + roomEnchantmentAuraMagnitude)
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```
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The stat scales with XP via the standard discipline math:
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```
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StatBonus = baseValue × (XP / scalingFactor)^0.65
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= 0.10 × (XP / 100)^0.65
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```
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This replaces the old `empowered-auras` perk — the main stat now continuously scales
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aura strength, while a new capped perk handles coverage rate.
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**Magnitude scaling at key XP levels:**
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| XP | Stat Bonus | Magnitude Multiplier | Fire DoT @ 100% coverage |
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|---|---|---|---|
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| 0 | +0.000 | 1.000× | 5.00 dmg/tick |
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| 100 | +0.100 | 1.100× | 5.50 dmg/tick |
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| 300 | +0.204 | 1.204× | 6.02 dmg/tick |
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| 500 | +0.285 | 1.285× | 6.42 dmg/tick |
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| 1000 | +0.447 | 1.447× | 7.23 dmg/tick |
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| 2000 | +0.701 | 1.701× | 8.50 dmg/tick |
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**Perks:**
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| Perk ID | Type | Threshold | Bonus | Description |
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|---|---|---|---|---|
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| `room-coverage-rate` | `capped` | 100 | Coverage rate +0.03/tick per tier, max 4 tiers | Room fills faster with each tier |
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| `resonant-stamps` | `once` | 500 | Carry 20% coverage between rooms (max 20% starting coverage) | Head start on each room, but never instant |
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**Perk details:**
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- **`room-coverage-rate`** (capped, threshold 100 XP, interval 150 XP, max 4 tiers): Each
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tier adds +0.03/tick to the coverage growth rate. Tier progression: 1 tier at 100 XP,
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2 tiers at 250 XP, 3 tiers at 400 XP, 4 tiers at 550 XP (capped).
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| Tiers | Rate Bonus | Total Rate | Seconds to Fill |
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|---|---|---|---|
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| 0 (no perk) | +0.00 | 0.20/tick | 100.0s |
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| 1 (100 XP) | +0.03 | 0.23/tick | 87.0s |
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| 2 (250 XP) | +0.06 | 0.26/tick | 76.9s |
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| 3 (400 XP) | +0.09 | 0.29/tick | 69.0s |
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| 4 (550 XP) | +0.12 | 0.32/tick | 62.5s |
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At max tier (4), the room fills in ~62.5 seconds instead of 100 seconds — a 37.5%
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speedup. The perk is capped so coverage always requires meaningful combat time.
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- **`resonant-stamps`** (once @ 500 XP): When transitioning between rooms on the same
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floor, the carryover is computed as `min(20, previousRoom.coverage × 0.2)`. This means
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20% of the previous room's coverage value carries over, capped at a maximum of 20
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percentage points. Examples: ending at 80% → next room starts at 16%; ending at 100% →
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next room starts at 20% (the cap). This ensures the player always needs to actively
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build coverage during combat — the perk provides a head start but never eliminates the
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buildup phase.
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**State persistence:** The carryover value is stored in `lastRoomCoverage` on the
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combat store (see §5.2). When `advanceRoomOrFloor()` generates a new `FloorState`
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with `roomEnchantment: null`, the room enchantment tick reads `lastRoomCoverage` to
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initialize the new room's starting coverage. This field persists across room
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transitions within a climb but resets to 0 on spire exit.
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**Combined progression at key XP levels (stat + capped perk):**
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| XP | Coverage Rate | Magnitude | Fire DoT @ 100% | Time to Fill |
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|---|---|---|---|---|
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| 0 | 0.20/tick | 1.000× | 5.00 dmg/tick | 100.0s |
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| 100 | 0.23/tick | 1.100× | 5.50 dmg/tick | 87.0s |
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| 300 | 0.26/tick | 1.204× | 6.02 dmg/tick | 76.9s |
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| 500 | 0.29/tick | 1.285× | 6.42 dmg/tick | 69.0s |
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| 1000 | 0.32/tick | 1.447× | 7.23 dmg/tick | 62.5s |
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| 2000 | 0.32/tick | 1.701× | 8.50 dmg/tick | 62.5s |
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The capped perk maxes out at 550 XP (4 tiers, 0.32/tick, 62.5s). Beyond that, only the
|
||||
main stat continues to grow, increasing aura magnitude. At 2000 XP, the room still takes
|
||||
62.5 seconds to fill but fire does 8.50 dmg/tick instead of 5.00 — a 70% damage
|
||||
increase from the main stat alone.
|
||||
|
||||
### 6.2 Discipline Dependency
|
||||
|
||||
```
|
||||
room-enchanting (root — no prerequisites)
|
||||
```
|
||||
|
||||
This is a root discipline with no prerequisites, making it available as soon as the
|
||||
Enchanter attunement is active.
|
||||
|
||||
### 6.3 Stat Registration
|
||||
|
||||
The new stat `roomEnchantmentAuraMagnitude` must be added to:
|
||||
- `KNOWN_BONUS_STATS` in `discipline-effects.ts`
|
||||
- The `addBonus()` routing in `computeDisciplineEffects()` (no special routing needed —
|
||||
it's a standard bonus stat)
|
||||
|
||||
### 6.4 Enchantment Unlock Perks
|
||||
|
||||
Room enchantment effects are unlocked via perks on the new discipline:
|
||||
|
||||
| Perk ID | Type | Threshold | Unlocks |
|
||||
|---|---|---|---|
|
||||
| `room-sigil-fire` | `once` | 50 | `boots_sigil_fire` |
|
||||
| `room-sigil-frost` | `once` | 75 | `boots_sigil_frost` |
|
||||
| `room-sigil-death` | `once` | 100 | `boots_sigil_death` |
|
||||
| `room-sigil-lightning` | `once` | 125 | `boots_sigil_lightning` |
|
||||
| `room-sigil-dark` | `once` | 150 | `boots_sigil_dark` |
|
||||
| `room-sigil-earth` | `once` | 175 | `boots_sigil_earth` |
|
||||
| `room-sigil-transference-ground` | `once` | 100 | `boots_sigil_transference_ground` |
|
||||
| `room-sigil-transference-path` | `once` | 125 | `boots_sigil_transference_path` |
|
||||
|
||||
---
|
||||
|
||||
## 7. Data Flow Summary
|
||||
|
||||
```
|
||||
gameStore.tick()
|
||||
→ buildTickContext() [snapshots all stores]
|
||||
→ processCombatTick() [combat-actions.ts]
|
||||
→ ... (golem, spell, equipment, invocation, melee, DoT phases) ...
|
||||
→ Room Enchantment Phase:
|
||||
1. If roomEnchantment is null and player has footwear room enchants:
|
||||
Initialize roomEnchantment = { coverage: lastRoomCoverage }
|
||||
2. If roomEnchantment is not null AND floorHP > 0:
|
||||
a. coverage += 0.2 + roomCoverageRateBonus
|
||||
b. Clamp coverage to 100
|
||||
c. Magnitude multiplier = 1.0 + roomEnchantmentAuraMagnitude
|
||||
d. For each equipped room enchantment:
|
||||
- Compute magnitude = baseMagnitude × (coverage / 100) × magnitude multiplier
|
||||
e. Apply to enemies (DoT/debuffs) or player (buffs)
|
||||
f. Recalculate floorHP from updated enemy HP
|
||||
→ applyTickWrites() [writes combat store changes back]
|
||||
|
||||
On room transition (advanceRoomOrFloor):
|
||||
→ Before generating new FloorState, save current coverage to combat store:
|
||||
lastRoomCoverage = resonant-stamps active ? min(20, currentRoom.coverage * 0.2) : 0
|
||||
→ New FloorState generated with roomEnchantment: null
|
||||
→ Room enchantment tick reads lastRoomCoverage to initialize starting coverage
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 8. UI Changes
|
||||
|
||||
### 8.1 RoomDisplay Component
|
||||
|
||||
Add a **Room Enchantment Bar** to the combat room display in `RoomDisplay.tsx`, shown
|
||||
only when the player has footwear room enchantments equipped and the room has living
|
||||
enemies:
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────┐
|
||||
│ 🔥 Blazing Footsteps ████████████░░░░ 62% │
|
||||
│ → Enemies burning: 3.1 dmg/tick │
|
||||
│❄️ Frozen Trail ████████████░░░░ 62% │
|
||||
│ → Enemies slowed: 6.2% │
|
||||
└─────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
- Progress bar showing coverage percentage (0–100%)
|
||||
- Color-coded by element (fire = red, frost = blue, etc.)
|
||||
- Shows current effect magnitude in text below each bar
|
||||
- Only displayed when `roomEnchantment` is not null
|
||||
|
||||
### 8.2 Enchantment Designer
|
||||
|
||||
Room enchantment effects appear in the existing `EffectSelector` component under a new
|
||||
"Room" filter category (or under "Special" with a "Room Only" tag). They are only
|
||||
selectable when the equipment type being designed for is in the `feet` category.
|
||||
|
||||
### 8.3 No New Tabs
|
||||
|
||||
The room enchantment system does not require a new tab. All information is visible in
|
||||
the existing SpireCombatPage layout and the existing CraftingTab enchantment designer.
|
||||
|
||||
---
|
||||
|
||||
## 9. Acceptance Criteria
|
||||
|
||||
| # | Criterion |
|
||||
|---|---|
|
||||
| AC-1 | `roomEnchantment` field exists on `FloorState` and defaults to `null`. |
|
||||
| AC-2 | Coverage initializes to `{ coverage: 0 }` on room entry when footwear has room enchantments equipped. |
|
||||
| AC-3 | Coverage resets to 0 on every room transition (new room = fresh coverage). |
|
||||
| AC-4 | Coverage grows at 0.2 per tick while in `climb` action with living enemies. |
|
||||
| AC-5 | Coverage is hard-capped at 100. |
|
||||
| AC-6 | Coverage does NOT grow when `floorHP <= 0` or `currentAction !== 'climb'`. |
|
||||
| AC-7 | At base rate (no discipline), coverage reaches 100 in ~100 seconds real time (500 ticks). |
|
||||
| AC-8 | Room DoT effects (fire, death, lightning) apply to ALL living enemies each tick, bypassing armor. |
|
||||
| AC-9 | Room debuff effects (frost slow, dark dodge reduction, earth armor reduction) modify enemy stats at end of room enchantment phase (one-tick delay before affecting incoming attacks). |
|
||||
| AC-10 | Room buff effects (transference cast speed, transference regen) are factored into player stat computation. |
|
||||
| AC-11 | Effect magnitudes scale linearly: `baseMagnitude × (coverage / 100)`. |
|
||||
| AC-12 | Multiple room enchantments on one pair of boots share the same coverage meter and apply independently. |
|
||||
| AC-13 | Total capacity cost of room enchantments must fit within footwear capacity (15–35). |
|
||||
| AC-14 | The `room-enchanting` discipline uses transference mana and has `roomEnchantmentAuraMagnitude` as its stat. |
|
||||
| AC-15 | `room-coverage-rate` capped perk adds +0.03/tick per tier, max 4 tiers. |
|
||||
| AC-16 | `room-coverage-rate` capped perk reaches max 4 tiers at 550 XP (0.12/tick, 62.5s to fill). |
|
||||
| AC-17 | `resonant-stamps` once perk computes carryover as `min(20, previousRoom.coverage × 0.2)`, stored in `lastRoomCoverage` on the combat store. |
|
||||
| AC-18 | Room enchantment effects are unlocked via discipline perks at the specified XP thresholds. |
|
||||
| AC-19 | Room enchantment effects only appear in the EffectSelector when designing for `feet` equipment. |
|
||||
| AC-20 | RoomDisplay shows coverage bar and current effect magnitudes when room enchantments are active. |
|
||||
| AC-21 | Existing saves without `roomEnchantment` field default to `null` (backward compatible). |
|
||||
| AC-22 | Existing saves without `roomEnchantmentAuraMagnitude` stat default to 0 (backward compatible). |
|
||||
|
||||
---
|
||||
|
||||
## 10. Files Reference
|
||||
|
||||
| File | Role |
|
||||
|---|---|
|
||||
| `src/lib/game/types/game.ts` | Add `roomEnchantment` field to `FloorState` |
|
||||
| `src/lib/game/data/enchantments/special-effects.ts` | Add room enchantment effect definitions (8 effects) |
|
||||
| `src/lib/game/data/disciplines/enchanter.ts` | Add `room-enchanting` discipline definition with perks |
|
||||
|
||||
> **Implementation note:** `enchanter.ts` currently has 4 disciplines (146 lines). Adding
|
||||
> `room-enchanting` with its ~8 unlock perks may push it toward the 400-line limit.
|
||||
> If so, create a new file `enchanter-combat.ts` (following the existing pattern of
|
||||
> `enchanter-utility.ts`, `enchanter-spells.ts`, etc.) and re-export from
|
||||
> `data/disciplines/index.ts`.
|
||||
| `src/lib/game/effects/discipline-effects.ts` | Add `roomEnchantmentAuraMagnitude` to `KNOWN_BONUS_STATS` |
|
||||
| `src/lib/game/stores/combat-actions.ts` | Add room enchantment phase in `processCombatTick` (after DoT phase) |
|
||||
| `src/lib/game/utils/room-enchantments-utils.ts` | **NEW** — Coverage computation, effect application, equipment scanning |
|
||||
| `src/components/game/tabs/SpireCombatPage/RoomDisplay.tsx` | Add coverage bar and effect magnitude display |
|
||||
| `src/components/game/crafting/EnchantmentDesigner/EffectSelector.tsx` | Show room enchantments when designing for feet |
|
||||
| `docs/specs/attunements/enchanter/systems/room-enchantments-spec.md` | **THIS FILE** |
|
||||
|
||||
---
|
||||
|
||||
## 11. Out of Scope
|
||||
|
||||
- Active player input during combat (no button to spend transference for faster coverage)
|
||||
- Coverage scaling with cast speed, attack speed, or any combat stat
|
||||
- Coverage persisting between rooms at launch (added only via `resonant-stamps` perk)
|
||||
- Room enchantments on non-footwear equipment slots
|
||||
- Room enchantments interacting with golem combat
|
||||
- Room enchantments affecting non-combat rooms (library, recovery, treasure, puzzle)
|
||||
- Visual effects / animations for the coverage bar (UI-only indicator in v1)
|
||||
- Room enchantment effects that heal the player (violates no-healing rule)
|
||||
- More than 8 room enchantment types in v1
|
||||
- Composite or exotic element room sigils in v1 (base 7 + transference only)
|
||||
@@ -0,0 +1,442 @@
|
||||
# Transference Channel — Design Spec
|
||||
|
||||
> Describes the Transference Channel system: an active combat mechanic for the
|
||||
> Enchanter attunement that lets the player hold a button to drain Transference
|
||||
> mana and boost the cast speed of all equipment spells and melee attacks.
|
||||
|
||||
---
|
||||
|
||||
## 1. Objective
|
||||
|
||||
The Enchanter attunement currently lacks an active combat mechanic. The Invocation
|
||||
system (Invoker attunement) provides automatic combat acceleration through
|
||||
guardian channeling. The Transference Channel gives the Enchanter a **manual,
|
||||
hold-to-channel button** that spends Transference mana to temporarily accelerate
|
||||
all equipment-based combat actions.
|
||||
|
||||
**Design goals:**
|
||||
- Give the Enchanter an **active, holdable** combat button
|
||||
- Spend **Transference mana** — the only utility mana type — as the fuel
|
||||
- Boost **equipment spells and melee attacks only** — not the player's active spell
|
||||
- Create a **resource management decision**: channel now for burst speed, or
|
||||
conserve Transference for enchanting and disciplines
|
||||
- Scale through a new Enchanter discipline that trades mana cost for potency
|
||||
- Complement (not compete with) Invocation — different resource, different
|
||||
trigger, different target
|
||||
|
||||
---
|
||||
|
||||
## 2. The Channel Button
|
||||
|
||||
### 2.1 UI Placement
|
||||
|
||||
A **"Channel Transference"** button on the `SpireCombatPage`, visible only when:
|
||||
- The Enchanter attunement is active (`attunements.enchanter.active === true`)
|
||||
- The player is in `climb` action (combat)
|
||||
- The player has at least 1 Transference mana
|
||||
|
||||
### 2.2 Interaction Model
|
||||
|
||||
| Property | Value |
|
||||
|---|---|
|
||||
| **Interaction** | Press and hold (mousedown / touchstart) to channel, release to stop |
|
||||
| **Keyboard** | Optional hotkey (e.g., `C`) for accessibility |
|
||||
| **Visual** | Button glows while active; shows Transference drain rate |
|
||||
| **Cooldown** | None — player controls start/stop |
|
||||
|
||||
The hold-to-channel interaction is intentional: it creates a "power moment"
|
||||
where the player chooses to actively engage. The game is fully playable without
|
||||
it — this is an optional acceleration for players who want active involvement.
|
||||
|
||||
### 2.3 Hold Behavior
|
||||
|
||||
While the button is held:
|
||||
1. Transference mana drains at `drainRate` per tick (see §3)
|
||||
2. All equipment spells and melee attacks gain `speedMultiplier` cast speed
|
||||
3. If Transference reaches 0: channel stops automatically (no penalty)
|
||||
4. If player leaves `climb` action: channel stops automatically
|
||||
5. If player releases button: channel stops immediately
|
||||
|
||||
---
|
||||
|
||||
## 3. Drain Rate and Speed Multiplier
|
||||
|
||||
### 3.1 Mana Economy Context
|
||||
|
||||
Transference mana is generated slowly through the Enchanter's automatic
|
||||
conversion (0.2/hour at level 1, scaling with `1.5^(level-1)`). At level 10,
|
||||
this is ~7.69/hour. Transference is also the fuel for all Enchanter disciplines
|
||||
and the enchanting pipeline.
|
||||
|
||||
The Channel system is designed as a **burst expenditure** — the player
|
||||
accumulates Transference over time and then spends it in combat for temporary
|
||||
acceleration. The drain rate must be high enough to create meaningful decisions
|
||||
("can I afford to channel right now?") but not so high that it's trivially
|
||||
exhausted.
|
||||
|
||||
### 3.2 Base Values
|
||||
|
||||
| Parameter | Base Value | Description |
|
||||
|---|---|---|
|
||||
| `baseDrainRate` | 0.08 Transference/tick | 0.4 Transference/second at 200ms/tick |
|
||||
| `baseSpeedMultiplier` | 1.5× | Equipment spells and melee attack 50% faster |
|
||||
|
||||
### 3.3 Duration Estimate
|
||||
|
||||
At base values with various Transference pool sizes:
|
||||
|
||||
| Transference Pool | Drain Rate | Approximate Duration |
|
||||
|---|---|---|
|
||||
| 20 | 0.08/tick | 250 ticks = 50 seconds |
|
||||
| 50 | 0.08/tick | 625 ticks = 125 seconds |
|
||||
| 100 | 0.08/tick | 1250 ticks = 250 seconds |
|
||||
|
||||
With discipline scaling (e.g., 1.8× speed at ~1.8× drain):
|
||||
|
||||
| Transference Pool | Drain Rate | Approximate Duration |
|
||||
|---|---|---|
|
||||
| 50 | 0.144/tick | 347 ticks = 69 seconds |
|
||||
| 100 | 0.144/tick | 694 ticks = 139 seconds |
|
||||
|
||||
The discipline makes each "pool of Transference" worth less raw seconds but
|
||||
more effective combat time because actions complete faster.
|
||||
|
||||
### 3.4 Scaling with Discipline
|
||||
|
||||
A new discipline (`transference-channeling`) controls the tradeoff between
|
||||
mana cost and speed:
|
||||
|
||||
```
|
||||
effectiveDrainRate = baseDrainRate × (1 + intensityBonus) × (1 - channelEfficiency)
|
||||
effectiveSpeedMultiplier = baseSpeedMultiplier + speedBonus
|
||||
```
|
||||
|
||||
Where `intensityBonus` and `speedBonus` come from the discipline's stat bonus
|
||||
and perks (see §5).
|
||||
|
||||
**Design philosophy:** The discipline lets the player invest XP to get more
|
||||
speed, but at proportionally higher mana cost. Perks can shift the ratio
|
||||
in the player's favor (more speed per mana).
|
||||
|
||||
---
|
||||
|
||||
## 4. What Gets Boosted
|
||||
|
||||
### 4.1 Affected
|
||||
|
||||
| Action | Boosted? | Notes |
|
||||
|---|---|---|
|
||||
| **Equipment spell casts** | ✅ Yes | All `equipmentSpellStates` cast progress |
|
||||
| **Melee sword attacks** | ✅ Yes | All `meleeSwordProgress` accumulators |
|
||||
|
||||
### 4.2 Not Affected
|
||||
|
||||
| Action | Boosted? | Notes |
|
||||
|---|---|---|
|
||||
| **Player's active spell** | ❌ No | The manually-selected spell is not equipment |
|
||||
| **Invocation spells** | ❌ No | Invocation is pact-based, not equipment-based |
|
||||
| **Golem attacks** | ❌ No | Golems are independent entities |
|
||||
| **DoT ticks** | ❌ No | DoTs are time-based, not cast-based |
|
||||
|
||||
### 4.3 Implementation — Speed Multiplier Application
|
||||
|
||||
The channel state is tracked in the combat store. When active, the multiplier
|
||||
is applied to `progressPerTick` calculations for equipment spells and melee:
|
||||
|
||||
```
|
||||
// Equipment spells (in combat-actions.ts equipment spell block)
|
||||
const channelMult = state.isChanneling ? state.channelSpeedMultiplier : 1.0;
|
||||
const eProgressPerTick = HOURS_PER_TICK * eSpellCastSpeed * totalAttackSpeed * channelMult;
|
||||
|
||||
// Melee (in combat-melee.ts)
|
||||
const channelMult = state.isChanneling ? state.channelSpeedMultiplier : 1.0;
|
||||
const meleeProgressPerTick = HOURS_PER_TICK * swordAttackSpeed * attackSpeedMult * channelMult;
|
||||
```
|
||||
|
||||
**Important:** The speed multiplier only affects cast *progress accumulation*.
|
||||
It does NOT affect mana costs per cast. Equipment spells still cost the same
|
||||
mana per cast — they just complete faster. This prevents the feedback loop
|
||||
where faster casting drains mana exponentially faster.
|
||||
|
||||
---
|
||||
|
||||
## 5. New Discipline: Transference Channeling
|
||||
|
||||
### 5.1 Definition
|
||||
|
||||
| Field | Value |
|
||||
|---|---|
|
||||
| **ID** | `transference-channeling` |
|
||||
| **Name** | Transference Channeling |
|
||||
| **Attunement** | `enchanter` |
|
||||
| **Mana Type** | `transference` |
|
||||
| **Base Cost** | 15 |
|
||||
| **Stat Bonus** | `channelIntensity` +0.10 (base) |
|
||||
| **Scaling Factor** | 100 |
|
||||
| **Difficulty Factor** | 180 |
|
||||
| **Drain Base** | 4 |
|
||||
|
||||
**Main stat: `channelIntensity`**
|
||||
|
||||
This stat controls both the speed boost and the drain rate:
|
||||
|
||||
```
|
||||
speedBonus = channelIntensity × 0.5 // added to baseSpeedMultiplier
|
||||
intensityBonus = channelIntensity × 1.0 // multiplier on drain rate
|
||||
```
|
||||
|
||||
At 0 XP: `channelIntensity = 0.10` → speed = 1.5 + 0.05 = 1.55×, drain = 0.08 × 1.10 = 0.088/tick.
|
||||
|
||||
The stat scales with XP via the standard discipline math:
|
||||
|
||||
```
|
||||
StatBonus = baseValue × (XP / scalingFactor)^0.65
|
||||
= 0.10 × (XP / 100)^0.65
|
||||
```
|
||||
|
||||
### 5.2 Perks
|
||||
|
||||
| Perk ID | Type | Threshold | Bonus | Description |
|
||||
|---|---|---|---|---|
|
||||
| `channel-efficiency` | `once` | 100 | `channelEfficiency` +0.15 | 15% less drain for same speed — shifts the ratio in the player's favor |
|
||||
| `channel-power` | `infinite` | 200 | Every 150 XP: `channelIntensity` +0.05 | Core scaling — more speed (and proportionally more drain) |
|
||||
| `channel-mastery` | `capped` | 400 | Every 200 XP: `channelEfficiency` +0.10, max 3 tiers | Late-game efficiency — up to 45% less drain |
|
||||
|
||||
### 5.3 Effective Formulas with Perks
|
||||
|
||||
```
|
||||
channelEfficiency = 0 + sum of efficiency perks (0.15 from once, up to 0.30 from capped)
|
||||
hard-capped at 0.60 — prevents drain rate from reaching 0
|
||||
effectiveSpeedMultiplier = 1.5 + (channelIntensity × 0.5)
|
||||
effectiveDrainRate = 0.08 × (1 + channelIntensity × 1.0) × (1 - channelEfficiency)
|
||||
```
|
||||
|
||||
> **The `channelEfficiency` cap of 0.60** is enforced in the formula itself. Even if
|
||||
> perk bonuses would exceed 0.60, the effective drain rate can never go below
|
||||
> `0.08 × (1 + intensity) × 0.40`. This ensures channeling always costs meaningful
|
||||
> Transference mana.
|
||||
|
||||
**Example at 500 XP with all perks:**
|
||||
- `channelIntensity` = 0.10 × (500/100)^0.65 + 0.05 × 2 (two infinite intervals) ≈ 0.24 + 0.10 = 0.34
|
||||
- `channelEfficiency` = 0.15 + 0.20 (two capped tiers) = 0.35
|
||||
- Speed = 1.5 + 0.34 × 0.5 = 1.67×
|
||||
- Drain = 0.08 × (1 + 0.34) × (1 - 0.35) = 0.08 × 1.34 × 0.65 = 0.070/tick
|
||||
|
||||
### 5.4 Discipline Identity
|
||||
|
||||
*"I channel transference mana through my equipment, making my enchanted gear
|
||||
strike and cast faster. The more I master this, the faster I go — but it
|
||||
costs more mana to sustain."*
|
||||
|
||||
---
|
||||
|
||||
## 6. Store Changes
|
||||
|
||||
### 6.1 Combat Store (`combatStore.ts`)
|
||||
|
||||
New state fields:
|
||||
|
||||
```typescript
|
||||
// Transference Channel state
|
||||
isChanneling: boolean; // true while button is held
|
||||
channelSpeedMultiplier: number; // current speed multiplier (1.5+)
|
||||
channelDrainRate: number; // current drain rate per tick
|
||||
```
|
||||
|
||||
New actions:
|
||||
|
||||
```typescript
|
||||
startChanneling: () => void;
|
||||
stopChanneling: () => void;
|
||||
```
|
||||
|
||||
### 6.2 Combat State Types (`combat-state.types.ts`)
|
||||
|
||||
Add to `CombatState`:
|
||||
|
||||
```typescript
|
||||
isChanneling: boolean;
|
||||
channelSpeedMultiplier: number;
|
||||
channelDrainRate: number;
|
||||
```
|
||||
|
||||
Add to `CombatActions`:
|
||||
|
||||
```typescript
|
||||
startChanneling: () => void;
|
||||
stopChanneling: () => void;
|
||||
```
|
||||
|
||||
### 6.3 No Changes To
|
||||
|
||||
- `manaStore.ts` — Transference mana is drained via existing element deduction
|
||||
- `craftingStore.ts` — enchanting is unaffected
|
||||
- `prestigeStore.ts` — no prestige interaction
|
||||
- `invocation-utils.ts` — Invocation is completely separate
|
||||
|
||||
---
|
||||
|
||||
## 7. Combat Tick Integration
|
||||
|
||||
### 7.1 Modified Flow in `combat-actions.ts`
|
||||
|
||||
The channel state is read from the combat store at the start of each tick.
|
||||
The speed multiplier is applied to equipment spell and melee progress:
|
||||
|
||||
```
|
||||
1. Read isChanneling from combat store
|
||||
2. If isChanneling:
|
||||
a. Drain Transference: transferencePool -= channelDrainRate
|
||||
b. If transference <= 0: stop channeling (set isChanneling = false)
|
||||
3. Compute channelMult = isChanneling ? channelSpeedMultiplier : 1.0
|
||||
4. Equipment spell progress: eProgressPerTick *= channelMult
|
||||
5. Melee progress: meleeProgressPerTick *= channelMult
|
||||
```
|
||||
|
||||
> **File size note:** `combat-actions.ts` is currently 377 lines. Adding channel drain
|
||||
> logic and speed multiplier application may push it toward the 400-line limit. If so,
|
||||
> extract the channel logic into a new file (e.g., `combat-channel.ts`) and call it
|
||||
> from `processCombatTick`.
|
||||
|
||||
### 7.2 Transference Drain
|
||||
|
||||
Transference is drained from the mana store. The drain uses the existing
|
||||
element deduction pattern:
|
||||
|
||||
```typescript
|
||||
// Per tick while channeling:
|
||||
const transferencePool = useManaStore.getState().elements.transference;
|
||||
if (transferencePool.current >= channelDrainRate) {
|
||||
useManaStore.getState().deductElement('transference', channelDrainRate);
|
||||
} else {
|
||||
// Insufficient mana — stop channeling
|
||||
useCombatStore.getState().stopChanneling();
|
||||
}
|
||||
```
|
||||
|
||||
### 7.3 Auto-Stop Conditions
|
||||
|
||||
Channeling stops when any of the following is true:
|
||||
1. Player releases the button
|
||||
2. Transference mana reaches 0
|
||||
3. Player leaves `climb` action
|
||||
4. Enchanter attunement is deactivated mid-combat
|
||||
|
||||
> **Room transitions:** Channeling **persists** across room transitions within the same
|
||||
> climb. If the player is channeling and kills an enemy (triggering
|
||||
> `advanceRoomOrFloor`), channeling continues into the next room. The `isChanneling`
|
||||
> state is stored on the combat store and is not reset by room transitions — only by
|
||||
> the auto-stop conditions above or by spire exit.
|
||||
|
||||
---
|
||||
|
||||
## 8. UI Changes
|
||||
|
||||
### 8.1 SpireCombatPage
|
||||
|
||||
Add a **"Channel Transference"** button between the SpireHeader and RoomDisplay:
|
||||
|
||||
- **Visible when:** Enchanter active + in `climb` action
|
||||
- **Button style:** Teal-colored (#1ABC9C, matching Enchanter), with Transference icon (🔗)
|
||||
- **While channeling:** Button glows, shows drain rate per second
|
||||
- **Transference bar:** Small bar below button showing remaining Transference mana
|
||||
- **Tooltip:** "Hold to channel transference mana through your equipment, boosting attack speed"
|
||||
|
||||
### 8.2 SpireCombatControls
|
||||
|
||||
Add a compact channel status indicator:
|
||||
- Shows "⚡ Channeling" with speed multiplier when active
|
||||
- Hidden when not channeling
|
||||
|
||||
### 8.3 No New Tabs
|
||||
|
||||
All channel information is visible in the existing SpireCombatPage layout.
|
||||
|
||||
---
|
||||
|
||||
## 9. Data Flow Summary
|
||||
|
||||
```
|
||||
Player holds button
|
||||
→ startChanneling() [combatStore]
|
||||
→ isChanneling = true, channelSpeedMultiplier = 1.5+, channelDrainRate = 0.08+
|
||||
|
||||
gameStore.tick()
|
||||
→ buildTickContext() [snapshots all stores]
|
||||
→ processCombatTick() [combat-actions.ts]
|
||||
→ If isChanneling:
|
||||
- Deduct transference mana from manaStore
|
||||
- If transference <= 0: stopChanneling()
|
||||
→ channelMult = isChanneling ? channelSpeedMultiplier : 1.0
|
||||
→ Equipment spell progress: eProgressPerTick *= channelMult
|
||||
→ Melee progress: meleeProgressPerTick *= channelMult
|
||||
→ applyTickWrites() [writes combat store changes back]
|
||||
|
||||
Player releases button
|
||||
→ stopChanneling() [combatStore]
|
||||
→ isChanneling = false
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 10. Acceptance Criteria
|
||||
|
||||
| # | Criterion |
|
||||
|---|---|
|
||||
| AC-1 | "Channel Transference" button is visible on SpireCombatPage when Enchanter is active and player is in `climb` action. |
|
||||
| AC-2 | Button is hidden when Enchanter is inactive, player is not in `climb`, or Transference pool is 0. |
|
||||
| AC-3 | Holding the button (mousedown) activates channeling; releasing deactivates it. |
|
||||
| AC-4 | While channeling, Transference mana drains at `channelDrainRate` per tick. |
|
||||
| AC-5 | When Transference reaches 0, channeling stops automatically with no penalty. |
|
||||
| AC-6 | While channeling, all equipment spell cast progress is multiplied by `channelSpeedMultiplier`. |
|
||||
| AC-7 | While channeling, all melee sword attack progress is multiplied by `channelSpeedMultiplier`. |
|
||||
| AC-8 | The player's active spell is NOT affected by channeling. |
|
||||
| AC-9 | Invocation spells are NOT affected by channeling. |
|
||||
| AC-10 | Golem attacks are NOT affected by channeling. |
|
||||
| AC-11 | DoT ticks are NOT affected by channeling. |
|
||||
| AC-12 | Base drain rate is 0.08 Transference/tick; base speed multiplier is 1.5×. |
|
||||
| AC-13 | `transference-channeling` discipline scales `channelIntensity` stat with XP. |
|
||||
| AC-14 | `channel-efficiency` once perk (100 XP) grants 15% drain reduction. |
|
||||
| AC-15 | `channel-power` infinite perk (200 XP, every 150 XP) grants +0.05 `channelIntensity`. |
|
||||
| AC-16 | `channel-mastery` capped perk (400 XP, every 200 XP, max 3 tiers) grants +0.10 `channelEfficiency` per tier. |
|
||||
| AC-17 | `channelEfficiency` is capped at 0.60 (prevents drain from reaching 0). |
|
||||
| AC-18 | Channel state resets on spire exit (`isChanneling = false`). |
|
||||
| AC-19 | Existing saves without channel fields get default values (`isChanneling = false`, `channelSpeedMultiplier = 1.5`, `channelDrainRate = 0.08`). |
|
||||
| AC-20 | Channel stops automatically when player leaves `climb` action. |
|
||||
| AC-21 | Speed multiplier affects cast progress accumulation only — mana costs per cast are unchanged. |
|
||||
|
||||
---
|
||||
|
||||
## 11. Files Reference
|
||||
|
||||
| File | Role |
|
||||
|---|---|
|
||||
| `src/lib/game/stores/combatStore.ts` | New channel state fields + `startChanneling`/`stopChanneling` actions |
|
||||
| `src/lib/game/stores/combat-state.types.ts` | Type definitions for new state |
|
||||
| `src/lib/game/stores/combat-actions.ts` | Channel drain + speed multiplier application for equipment spells (or extracted to `combat-channel.ts` if file size exceeds 400 lines) |
|
||||
| `src/lib/game/stores/combat-melee.ts` | Speed multiplier application for melee attacks |
|
||||
| `src/lib/game/data/disciplines/enchanter.ts` | Add `transference-channeling` discipline definition |
|
||||
|
||||
> **Implementation note:** `enchanter.ts` currently has 4 disciplines (146 lines). If
|
||||
> adding `transference-channeling` would push it toward the 400-line limit (e.g. when
|
||||
> combined with the `room-enchanting` discipline from the room enchantments spec),
|
||||
> create a new file `enchanter-combat.ts` (following the existing pattern of
|
||||
> `enchanter-utility.ts`, `enchanter-spells.ts`, etc.) and re-export from
|
||||
> `data/disciplines/index.ts`.
|
||||
| `src/lib/game/effects/discipline-effects.ts` | Add `channelIntensity` and `channelEfficiency` to known bonus stats |
|
||||
| `src/components/game/tabs/SpireCombatPage/SpireCombatPage.tsx` | Channel button UI |
|
||||
| `src/components/game/tabs/SpireCombatPage/SpireCombatControls.tsx` | Compact channel status indicator |
|
||||
| `docs/specs/attunements/enchanter/systems/transference-channel-spec.md` | **THIS FILE** |
|
||||
|
||||
---
|
||||
|
||||
## 12. Out of Scope
|
||||
|
||||
- Channel affecting the player's active spell
|
||||
- Channel affecting Invocation spells
|
||||
- Channel affecting golem attacks
|
||||
- Channel affecting DoT ticks
|
||||
- Auto-channel toggle (manual hold only in v1)
|
||||
- Channel working outside of combat (`climb` action only)
|
||||
- Prestige upgrades that affect channeling
|
||||
- Channel interacting with the enchanting pipeline (Design/Prepare/Apply)
|
||||
Reference in New Issue
Block a user