feat: Recreate Spire Combat Page — full spire climbing experience
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- 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
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// ─── 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' };
}