feat: Recreate Spire Combat Page — full spire climbing experience
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m21s

- Add guardian-encounters.ts: Extended guardian definitions for all mana types (compound, exotic, combo) with dynamic name generation
- Add spire-utils.ts: Spire-specific utilities (room generation, enemy stat scaling, insight calculation)
- Add enemy-generator.ts: Enemy generation with combinable modifiers (mage, shield, armored, swarm, agile)
- Add SpireCombatPage/ directory with modular sub-components:
  - SpireHeader.tsx: Floor info, climb controls, exit button, HP/room progress bars
  - RoomDisplay.tsx: Current room info with enemies, barriers, armor, dodge stats
  - SpireCombatControls.tsx: Spell selection panel, golem status panel
  - SpireActivityLog.tsx: Combat activity log
  - SpireManaDisplay.tsx: Compact mana display with elemental pools
- Modify page.tsx: Conditionally render SpireCombatPage when spireMode is true
- Add comprehensive tests (49 tests) for spire utilities, guardian encounters, and enemy generation
This commit is contained in:
2026-05-20 09:28:05 +02:00
parent 1c7fc8c551
commit 7d56fc368f
17 changed files with 2004 additions and 5 deletions
+223
View File
@@ -0,0 +1,223 @@
// ─── Enemy Generator ───────────────────────────────────────────────────────────
// Enemy generation with modifiers: mage, shield, armored, swarm, agile
// Modifiers are combinable (e.g., armored + swarm)
import type { EnemyState } from '../types';
import { getFloorMaxHP, getFloorElement } from './floor-utils';
import { getEnemyName } from './enemy-utils';
// ─── Enemy Modifier Types ─────────────────────────────────────────────────────
export type EnemyModifier = 'mage' | 'shield' | 'armored' | 'swarm' | 'agile';
export interface GeneratedEnemy extends EnemyState {
modifiers: EnemyModifier[];
}
// ─── Modifier Configuration ───────────────────────────────────────────────────
const MODIFIER_CONFIG = {
mage: {
barrierPerFloor: 0.003,
maxBarrier: 0.4,
barrierRechargeRate: 0.05, // Recharges 5% of max HP per tick
},
shield: {
shieldAmount: 0.15, // 15% of max HP as one-time shield
},
armored: {
armorPerFloor: 0.003,
maxArmor: 0.45,
minArmor: 0.1,
},
swarm: {
minEnemies: 3,
maxEnemies: 7,
hpMultiplier: 0.35,
armorPerFloor: 0.002,
},
agile: {
baseDodge: 0.20,
dodgePerFloor: 0.004,
maxDodge: 0.55,
},
};
// ─── Modifier Selection ───────────────────────────────────────────────────────
export function selectModifiers(floor: number): EnemyModifier[] {
const modifiers: EnemyModifier[] = [];
// Mage: appears floor 15+, more common at higher floors
if (floor >= 15 && Math.random() < Math.min(0.3, (floor - 15) * 0.01)) {
modifiers.push('mage');
}
// Shield: appears floor 10+, moderate chance
if (floor >= 10 && Math.random() < Math.min(0.25, (floor - 10) * 0.008)) {
modifiers.push('shield');
}
// Armored: appears floor 5+, common
if (floor >= 5 && Math.random() < Math.min(0.4, (floor - 5) * 0.012)) {
modifiers.push('armored');
}
// Swarm: appears floor 8+, moderate chance
if (floor >= 8 && Math.random() < 0.15) {
modifiers.push('swarm');
}
// Agile: appears floor 12+, moderate chance
if (floor >= 12 && Math.random() < Math.min(0.25, (floor - 12) * 0.008)) {
modifiers.push('agile');
}
// Limit to 2 modifiers max for balance
if (modifiers.length > 2) {
// Shuffle and take first 2
for (let i = modifiers.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[modifiers[i], modifiers[j]] = [modifiers[j], modifiers[i]];
}
return modifiers.slice(0, 2);
}
return modifiers;
}
// ─── Enemy Generation ─────────────────────────────────────────────────────────
export function generateEnemy(floor: number, modifiers?: EnemyModifier[]): GeneratedEnemy {
const element = getFloorElement(floor);
const baseHP = getFloorMaxHP(floor);
const activeModifiers = modifiers || selectModifiers(floor);
let hp = baseHP;
let armor = 0;
let dodgeChance = 0;
let barrier = 0;
let name = getEnemyName(element, floor);
// Apply modifier effects
if (activeModifiers.includes('armored')) {
const progress = Math.min(1, floor / 100);
armor = Math.min(
MODIFIER_CONFIG.armored.maxArmor,
MODIFIER_CONFIG.armored.minArmor + (MODIFIER_CONFIG.armored.maxArmor - MODIFIER_CONFIG.armored.minArmor) * progress
);
name = `Armored ${name}`;
}
if (activeModifiers.includes('agile')) {
dodgeChance = Math.min(
MODIFIER_CONFIG.agile.maxDodge,
MODIFIER_CONFIG.agile.baseDodge + floor * MODIFIER_CONFIG.agile.dodgePerFloor
);
name = `Agile ${name}`;
}
if (activeModifiers.includes('mage')) {
barrier = Math.min(
MODIFIER_CONFIG.mage.maxBarrier,
floor * MODIFIER_CONFIG.mage.barrierPerFloor
);
name = `Mage ${name}`;
}
if (activeModifiers.includes('shield')) {
barrier = Math.max(barrier, MODIFIER_CONFIG.shield.shieldAmount);
name = `${name} (Shielded)`;
}
return {
id: 'enemy',
name,
hp,
maxHP: hp,
armor,
dodgeChance,
barrier,
element,
modifiers: activeModifiers,
};
}
// ─── Swarm Generation ─────────────────────────────────────────────────────────
export function generateSwarm(floor: number, modifiers?: EnemyModifier[]): GeneratedEnemy[] {
const element = getFloorElement(floor);
const baseHP = getFloorMaxHP(floor);
const activeModifiers = modifiers || [];
const numEnemies = MODIFIER_CONFIG.swarm.minEnemies +
Math.floor(Math.random() * (MODIFIER_CONFIG.swarm.maxEnemies - MODIFIER_CONFIG.swarm.minEnemies + 1));
const enemies: GeneratedEnemy[] = [];
for (let i = 0; i < numEnemies; i++) {
const enemyName = getEnemyName(element, floor);
const hp = Math.floor(baseHP * MODIFIER_CONFIG.swarm.hpMultiplier);
const armor = activeModifiers.includes('armored')
? Math.min(0.3, floor * MODIFIER_CONFIG.swarm.armorPerFloor)
: 0;
enemies.push({
id: `swarm_${i}`,
name: `${enemyName} ${i + 1}`,
hp,
maxHP: hp,
armor,
dodgeChance: activeModifiers.includes('agile')
? Math.min(0.35, 0.15 + floor * 0.003)
: 0,
barrier: 0,
element,
modifiers: activeModifiers,
});
}
return enemies;
}
// ─── Modifier Display ─────────────────────────────────────────────────────────
export function getModifierDisplay(modifier: EnemyModifier): { label: string; icon: string; color: string; desc: string } {
const displays: Record<EnemyModifier, { label: string; icon: string; color: string; desc: string }> = {
mage: {
label: 'Mage',
icon: '🔮',
color: '#8B5CF6',
desc: 'Casts barriers that re-apply occasionally',
},
shield: {
label: 'Shielded',
icon: '🛡️',
color: '#3B82F6',
desc: 'Has a one-time shield that must be broken',
},
armored: {
label: 'Armored',
icon: '⛰️',
color: '#F59E0B',
desc: 'Reduces incoming damage',
},
swarm: {
label: 'Swarm',
icon: '🐝',
color: '#EF4444',
desc: 'Multiple weaker enemies',
},
agile: {
label: 'Agile',
icon: '💨',
color: '#10B981',
desc: 'Can dodge attacks',
},
};
return displays[modifier];
}
export function getModifierDescription(modifiers: EnemyModifier[]): string {
if (modifiers.length === 0) return 'Standard enemy';
return modifiers.map((m) => getModifierDisplay(m).label).join(', ');
}
+257
View File
@@ -0,0 +1,257 @@
// ─── Spire Utility Functions ───────────────────────────────────────────────────
// Spire-specific utility functions for room generation, enemy stat scaling, etc.
import type { RoomType, FloorState, EnemyState } from '../types';
import { GUARDIANS, FLOOR_ELEM_CYCLE, PUZZLE_ROOMS } from '../constants';
import { getFloorMaxHP, getFloorElement } from './floor-utils';
import { getEnemyName } from './enemy-utils';
import { isGuardianFloor, getExtendedGuardian } from '../data/guardian-encounters';
// ─── Spire Room Configuration ─────────────────────────────────────────────────
export const SPIRE_CONFIG = {
minRoomsPerFloor: 5,
maxRoomsPerFloor: 15,
guardianRooms: 1,
puzzleRoomChance: 0.12,
rareRoomChance: 0.05,
recoveryRoomChance: 0.4,
libraryRoomChance: 0.3,
treasureRoomChance: 0.3,
};
// ─── Room Count ───────────────────────────────────────────────────────────────
export function getRoomsForFloor(floor: number): number {
if (isGuardianFloor(floor)) return SPIRE_CONFIG.guardianRooms;
const base = SPIRE_CONFIG.minRoomsPerFloor;
const range = SPIRE_CONFIG.maxRoomsPerFloor - SPIRE_CONFIG.minRoomsPerFloor;
// Slight increase in rooms at higher floors
const floorBonus = Math.min(range, Math.floor(floor / 20));
const randomVariation = Math.floor(Math.random() * 3);
return base + floorBonus + randomVariation;
}
// ─── Spire Room Types ─────────────────────────────────────────────────────────
export type SpireRoomType = RoomType | 'recovery' | 'library' | 'treasure';
// ─── Room Generation ──────────────────────────────────────────────────────────
export function generateSpireRoomType(floor: number, roomIndex: number, totalRooms: number): SpireRoomType {
// Last room on guardian floors is always guardian
if (isGuardianFloor(floor) && roomIndex === totalRooms - 1) {
return 'guardian';
}
// First room on a floor is never a special room (always combat)
if (roomIndex === 0) {
return generateCombatRoomType(floor);
}
// Rare rooms (mid-floor)
if (roomIndex === Math.floor(totalRooms / 2) && Math.random() < SPIRE_CONFIG.rareRoomChance) {
return generateRareRoomType();
}
// Puzzle rooms
if (floor % 7 === 0 && Math.random() < SPIRE_CONFIG.puzzleRoomChance) {
return 'puzzle';
}
return generateCombatRoomType(floor);
}
function generateCombatRoomType(floor: number): RoomType {
const roll = Math.random();
if (roll < 0.12) return 'swarm';
if (roll < 0.22) return 'speed';
return 'combat';
}
function generateRareRoomType(): SpireRoomType {
const roll = Math.random();
if (roll < SPIRE_CONFIG.recoveryRoomChance) return 'recovery';
if (roll < SPIRE_CONFIG.recoveryRoomChance + SPIRE_CONFIG.libraryRoomChance) return 'library';
return 'treasure';
}
// ─── Floor State Generation ───────────────────────────────────────────────────
export function generateSpireFloorState(floor: number, roomIndex: number, totalRooms: number): FloorState {
const roomType = generateSpireRoomType(floor, roomIndex, totalRooms);
const element = getFloorElement(floor);
const baseHP = getFloorMaxHP(floor);
switch (roomType) {
case 'guardian': {
const guardian = GUARDIANS[floor] || getExtendedGuardian(floor);
if (guardian) {
return {
roomType: 'guardian',
enemies: [{
id: 'guardian',
name: guardian.name,
hp: guardian.hp,
maxHP: guardian.hp,
armor: guardian.armor || 0,
dodgeChance: 0,
barrier: 0,
element: guardian.element,
}],
};
}
// Fallback if no guardian defined for this floor
return generateCombatRoom(floor, element, baseHP);
}
case 'swarm':
return generateSwarmRoom(floor, element, baseHP);
case 'speed':
return generateSpeedRoom(floor, element, baseHP);
case 'puzzle': {
const puzzleKeys = Object.keys(PUZZLE_ROOMS);
const selectedPuzzle = puzzleKeys[Math.floor(Math.random() * puzzleKeys.length)];
const puzzle = PUZZLE_ROOMS[selectedPuzzle];
return {
roomType: 'puzzle',
enemies: [],
puzzleProgress: 0,
puzzleRequired: 1,
puzzleId: selectedPuzzle,
puzzleAttunements: puzzle.attunements,
};
}
case 'recovery':
return {
roomType: 'recovery',
enemies: [],
recoveryProgress: 0,
recoveryRequired: 1,
} as unknown as FloorState;
case 'library':
return {
roomType: 'library',
enemies: [],
libraryProgress: 0,
libraryRequired: 1,
} as unknown as FloorState;
case 'treasure':
return {
roomType: 'treasure',
enemies: [],
} as unknown as FloorState;
default:
return generateCombatRoom(floor, element, baseHP);
}
}
function generateCombatRoom(floor: number, element: string, baseHP: number): FloorState {
const armor = getSpireEnemyArmor(floor);
const barrier = getSpireEnemyBarrier(floor, element);
const enemyName = getEnemyName(element, floor);
return {
roomType: 'combat',
enemies: [{
id: 'enemy',
name: enemyName,
hp: baseHP,
maxHP: baseHP,
armor,
dodgeChance: 0,
barrier,
element,
}],
};
}
function generateSwarmRoom(floor: number, element: string, baseHP: number): FloorState {
const numEnemies = 3 + Math.floor(Math.random() * 5); // 3-7 enemies
const enemies: EnemyState[] = [];
for (let i = 0; i < numEnemies; i++) {
enemies.push({
id: `swarm_${i}`,
name: `${getEnemyName(element, floor)} ${i + 1}`,
hp: Math.floor(baseHP * 0.35),
maxHP: Math.floor(baseHP * 0.35),
armor: Math.floor(floor / 15) * 0.02,
dodgeChance: 0,
barrier: 0,
element,
});
}
return { roomType: 'swarm', enemies };
}
function generateSpeedRoom(floor: number, element: string, baseHP: number): FloorState {
const dodgeChance = Math.min(0.55, 0.20 + floor * 0.005);
const armor = getSpireEnemyArmor(floor);
return {
roomType: 'speed',
enemies: [{
id: 'agile_enemy',
name: `Agile ${getEnemyName(element, floor)}`,
hp: baseHP,
maxHP: baseHP,
armor,
dodgeChance,
barrier: getSpireEnemyBarrier(floor, element),
element,
}],
};
}
// ─── Enemy Stat Scaling ───────────────────────────────────────────────────────
export function getSpireEnemyArmor(floor: number): number {
if (floor < 10) return 0;
const baseChance = Math.min(0.5, (floor - 10) * 0.01);
if (Math.random() > baseChance) return 0;
const minArmor = 0.05;
const maxArmor = 0.30;
const progress = Math.min(1, (floor - 10) / 90);
return minArmor + (maxArmor - minArmor) * progress * Math.random();
}
export function getSpireEnemyBarrier(floor: number, element: string): number {
if (floor < 15) return 0;
const barrierElements = ['light', 'water', 'earth'];
const baseChance = barrierElements.includes(element) ? 0.12 : 0.06;
const floorBonus = Math.min(0.2, (floor - 15) * 0.003);
if (Math.random() > Math.min(0.35, baseChance + floorBonus)) return 0;
const progress = Math.min(1, (floor - 15) / 85);
return 0.1 + progress * 0.2;
}
// ─── Insight Calculation ──────────────────────────────────────────────────────
export function calcInsight(floor: number, isGuardian: boolean): number {
const base = Math.floor(Math.pow(floor, 1.2));
return isGuardian ? Math.floor(base * 2.5) : base;
}
// ─── Room Type Display ────────────────────────────────────────────────────────
export function getSpireRoomTypeDisplay(roomType: SpireRoomType): { label: string; icon: string; color: string } {
const displays: Record<string, { label: string; icon: string; color: string }> = {
combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
recovery: { label: 'Recovery', icon: '💚', color: '#10B981' },
library: { label: 'Ancient Library', icon: '📚', color: '#6366F1' },
treasure: { label: 'Treasure', icon: '💎', color: '#F59E0B' },
};
return displays[roomType] || { label: 'Unknown', icon: '❓', color: '#6B7280' };
}