Fix Spire Mode floor rendering and swarm floors (Tasks 5 & 6)
- Added enemy naming system with getEnemyName() function - Updated EnemyState type to include name field - Updated generateSwarmEnemies() and generateFloorState() to assign enemy names - Fixed SpireTab.tsx (both versions) to display: - Floor type (Combat/Swarm/Speed/Guardian/Puzzle) with icons - Named enemies based on element and floor tier - Special floor properties (armor %, dodge chance) - Multiple enemies for swarm floors with individual HP bars - Added ROOM_TYPE_LABELS to constants for display - Verified floor type generation logic works correctly - Build succeeds with npm run build
This commit is contained in:
@@ -26,3 +26,12 @@ export { PRESTIGE_DEF } from './prestige';
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export type { RoomType } from './rooms';
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export { PUZZLE_ROOM_INTERVAL, SWARM_ROOM_CHANCE, SPEED_ROOM_CHANCE, PUZZLE_ROOM_CHANCE } from './rooms';
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export { PUZZLE_ROOMS, SWARM_CONFIG, SPEED_ROOM_CONFIG, FLOOR_ARMOR_CONFIG } from './rooms';
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// Room type display labels
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export const ROOM_TYPE_LABELS: Record<string, { label: string; icon: string; color: string }> = {
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combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
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swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
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speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
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guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
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puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
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};
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+61
-1
@@ -1269,6 +1269,19 @@ export const useGameStore = create<GameStore>()(
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const puzzle = PUZZLE_ROOMS[currentRoom.puzzleId || ''];
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log = [`🧩 ${puzzle?.name || 'Puzzle'} solved! Proceeding to floor ${currentFloor + 1}.`, ...log.slice(0, 49)];
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// Log puzzle solved to activity log
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activityLog = addActivityLogEntry(state, 'puzzle_solved',
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`🧩 ${puzzle?.name || 'Puzzle'} solved!`,
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{ floor: currentFloor }
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);
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// Log floor transition to activity log
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const newFloorElem = getFloorElement(currentFloor + 1);
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activityLog = addActivityLogEntry(state, 'floor_transition',
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`⬆️ Advanced to floor ${currentFloor + 1} (${newFloorElem})`,
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{ floor: currentFloor + 1 }
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);
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currentFloor = currentFloor + 1;
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if (currentFloor > 100) currentFloor = 100;
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currentRoom = generateFloorState(currentFloor);
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@@ -1392,24 +1405,40 @@ export const useGameStore = create<GameStore>()(
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if (hasSpecial(effects, SPECIAL_EFFECTS.FIRST_STRIKE) && floorHitCount === 1) {
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dmg *= 1.15;
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log = [`⚡ First Strike! +15% damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`⚡ First Strike! +15% damage!`,
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{ effectName: 'First Strike', floor: currentFloor }
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);
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}
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// Combo Master: Every 5th attack deals 3x damage
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if (hasSpecial(effects, SPECIAL_EFFECTS.COMBO_MASTER) && comboHitCount % 5 === 0) {
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dmg *= 3;
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log = [`🌀 Combo Master! Triple damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`🌀 Combo Master! Triple damage!`,
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{ effectName: 'Combo Master', floor: currentFloor }
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);
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}
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// Executioner: +100% damage to enemies below 25% HP
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if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && enemy.hp / enemy.maxHP < 0.25) {
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dmg *= 2;
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log = [`💀 Executioner! Double damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`💀 Executioner! Double damage!`,
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{ effectName: 'Executioner', floor: currentFloor }
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);
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}
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// Berserker: +50% damage when below 50% mana
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if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
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dmg *= 1.5;
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log = [`🔥 Berserker! +50% damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`🔥 Berserker! +50% damage!`,
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{ effectName: 'Berserker', floor: currentFloor }
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);
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}
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// EXOTIC_MASTERY: +20% damage with exotic elements
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@@ -1418,6 +1447,10 @@ export const useGameStore = create<GameStore>()(
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if (elemDef?.cat === 'exotic') {
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dmg *= 1.2;
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log = [`🌟 Exotic Mastery! +20% damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`🌟 Exotic Mastery! +20% damage!`,
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{ effectName: 'Exotic Mastery', spellName: spellDef.name, floor: currentFloor }
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);
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}
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}
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@@ -1426,6 +1459,10 @@ export const useGameStore = create<GameStore>()(
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if (Math.random() < echoChance) {
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dmg *= 2;
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log = [`✨ Spell Echo! Double damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`✨ Spell Echo! Double damage!`,
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{ effectName: 'Spell Echo', spellName: spellDef.name, floor: currentFloor }
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);
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}
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// Apply damage to enemy
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@@ -1734,7 +1771,14 @@ export const useGameStore = create<GameStore>()(
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damage *= (1 - effectiveArmor);
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// Apply damage
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enemy.hp = Math.max(0, enemy.hp - Math.floor(damage));
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const golemDmgDealt = Math.floor(damage);
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enemy.hp = Math.max(0, enemy.hp - golemDmgDealt);
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// Log golem damage to activity log
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activityLog = addActivityLogEntry(state, 'golem_attack',
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`🗿 ${golemDef.name || summonedGolem.golemId} dealt ${golemDmgDealt} damage`,
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{ damage: golemDmgDealt, enemyName: 'enemy', floor: currentFloor, spellName: golemDef.name }
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);
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}
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// Update currentRoom with damaged enemies
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@@ -1754,6 +1798,11 @@ export const useGameStore = create<GameStore>()(
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if (wasGuardian && !signedPacts.includes(currentFloor)) {
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signedPacts = [...signedPacts, currentFloor];
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log = [`⚔️ ${wasGuardian.name} defeated by golems! Pact signed! (${wasGuardian.pact}x)`, ...log.slice(0, 49)];
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// Log guardian defeated to activity log
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activityLog = addActivityLogEntry(state, 'enemy_defeated',
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`⚔️ ${wasGuardian.name} defeated by golems! Pact signed! (${wasGuardian.pact}x)`,
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{ enemyName: wasGuardian.name, floor: currentFloor }
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);
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} else if (!wasGuardian) {
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const roomTypeName = currentRoom.roomType === 'swarm' ? 'Swarm'
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: currentRoom.roomType === 'speed' ? 'Speed floor'
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@@ -1761,6 +1810,11 @@ export const useGameStore = create<GameStore>()(
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: 'Floor';
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if (currentFloor % 5 === 0 || currentRoom.roomType !== 'combat') {
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log = [`🗿 ${roomTypeName} ${currentFloor} cleared by golems!`, ...log.slice(0, 49)];
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// Log floor cleared to activity log
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activityLog = addActivityLogEntry(state, 'floor_cleared',
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`🗿 ${roomTypeName} ${currentFloor} cleared by golems!`,
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{ floor: currentFloor }
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);
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}
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}
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@@ -3045,6 +3099,12 @@ export const useGameStore = create<GameStore>()(
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golemancy: state.golemancy,
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// Conversion drains tracking
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conversionDrains: state.conversionDrains,
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// Spire Mode state
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clearedFloors: state.clearedFloors,
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climbDirection: state.climbDirection,
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isDescending: state.isDescending,
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// Activity Log (for Spire Mode UI)
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activityLog: state.activityLog,
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}),
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}
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)
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@@ -5,12 +5,40 @@ import type { ElementState } from './elements';
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import type { SpellState } from './spells';
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import type { EquipmentInstance, EnchantmentDesign, DesignProgress, PreparationProgress, ApplicationProgress, EquipmentCraftingProgress, EquipmentDef, BlueprintDef, LootInventory, EquipmentSpellState } from './equipment';
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// ─── Activity Log Types ─────────────────────────────────────────────────
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export type ActivityEventType =
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| 'damage_dealt'
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| 'enemy_defeated'
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| 'floor_cleared'
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| 'floor_transition'
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| 'special_effect'
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| 'dodge'
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| 'armor_proc'
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| 'spell_cast'
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| 'golem_attack'
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| 'puzzle_solved';
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export interface ActivityLogEntry {
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id: string; // Unique ID for React key
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timestamp: number; // Game time (day + hour) when event occurred
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eventType: ActivityEventType; // Type of combat event
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message: string; // Human-readable message
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details?: {
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damage?: number;
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enemyName?: string;
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floor?: number;
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spellName?: string;
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effectName?: string;
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};
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}
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// ─── Room and Enemy Types ─────────────────────────────────────────────────────
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export type RoomType = 'combat' | 'puzzle' | 'swarm' | 'speed' | 'guardian';
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export interface EnemyState {
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id: string;
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name: string; // Display name for the enemy
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hp: number;
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maxHP: number;
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armor: number; // Damage reduction (0-1)
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@@ -213,11 +241,19 @@ export interface GameState {
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// Log
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log: string[];
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// Activity Log (for Spire Mode UI)
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activityLog: ActivityLogEntry[];
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// Loop insight (earned at end of current loop)
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loopInsight: number;
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// Spire Mode - simplified UI for climbing
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spireMode: boolean;
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// Spire climbing state
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clearedFloors: Record<number, boolean>; // Track cleared floors for respawning
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climbDirection: 'up' | 'down' | null; // Current climb direction
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isDescending: boolean; // True when actively descending (prevents spam)
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}
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// ─── Action Types for Store ─────────────────────────────────────────────
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@@ -52,5 +52,7 @@ export type {
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SummonedGolem,
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GolemancyState,
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GameState,
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GameActionType
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GameActionType,
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ActivityEventType,
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ActivityLogEntry,
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} from './game';
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