feat: implement sword/melee auto-attack system (spec §3.1, §4.3)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m1s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m1s
- Add calcMeleeDamage() with elemental matchup for enchanted swords - Add meleeSwordProgress per-instance accumulator to combat state - Add melee branch in processCombatTick (no mana cost, no Executioner/Berserker) - Add baseDamage/attackSpeed stats to all 5 sword types - Wire equippedSwords through gameStore to combat tick pipeline - 16 new regression tests, all 937 tests pass
This commit is contained in:
@@ -0,0 +1,278 @@
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import { describe, it, expect, beforeEach, vi } from 'vitest';
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import { processCombatTick, makeInitialSpells } from '../stores/combat-actions';
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import { useCombatStore, makeInitialSpells as makeStoreInitialSpells } from '../stores/combatStore';
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import { useManaStore, makeInitialElements } from '../stores/manaStore';
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import { useGameStore } from '../stores/gameStore';
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import { usePrestigeStore } from '../stores/prestigeStore';
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import { useUIStore } from '../stores/uiStore';
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import { useDisciplineStore } from '../stores/discipline-slice';
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import { getFloorMaxHP } from '../utils';
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import { calcMeleeDamage, getElementalBonus } from '../utils/combat-utils';
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import type { CombatTickResult } from '../stores/combat-actions';
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import type { EquipmentInstance } from '../types';
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// ─── Helpers ──────────────────────────────────────────────────────────────────
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function resetStores() {
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useUIStore.setState({ paused: false, gameOver: false, victory: false, logs: [] });
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useGameStore.setState({ day: 1, hour: 0, incursionStrength: 0, containmentWards: 0, initialized: true });
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useManaStore.setState({ rawMana: 1000, meditateTicks: 0, totalManaGathered: 0, elements: makeInitialElements(500, {}) });
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useCombatStore.setState({
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currentFloor: 1,
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floorHP: getFloorMaxHP(1),
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floorMaxHP: getFloorMaxHP(1),
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maxFloorReached: 1,
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activeSpell: 'manaBolt',
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currentAction: 'climb',
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castProgress: 0,
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spireMode: false,
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currentRoom: { roomType: 'combat', enemies: [] },
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clearedFloors: {},
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climbDirection: 'up',
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isDescending: false,
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startFloor: 1,
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exitFloor: 1,
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currentRoomIndex: 0,
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roomsPerFloor: 5,
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descentPeak: null,
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roomResetState: {},
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clearedRooms: {},
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isDescentComplete: false,
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golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
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equipmentSpellStates: [],
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comboHitCount: 0,
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floorHitCount: 0,
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meleeSwordProgress: {},
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spells: makeStoreInitialSpells(),
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activityLog: [],
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achievements: { unlocked: [], progress: {} },
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totalSpellsCast: 0,
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totalDamageDealt: 0,
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totalCraftsCompleted: 0,
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});
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usePrestigeStore.setState({
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loopCount: 0, insight: 0, totalInsight: 0, loopInsight: 0,
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prestigeUpgrades: {}, pactSlots: 1, defeatedGuardians: [],
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signedPacts: [], signedPactDetails: {},
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pactRitualFloor: null, pactRitualProgress: 0,
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});
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useDisciplineStore.setState({ disciplines: {}, activeIds: [], concurrentLimit: 1, totalXP: 0, processedPerks: [] });
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}
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function golemApplyDamageToRoom(dmg: number): { floorHP: number; floorMaxHP: number; roomCleared: boolean } {
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const cs = useCombatStore.getState();
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const newFloorHP = Math.max(0, cs.floorHP - dmg);
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return { floorHP: newFloorHP, floorMaxHP: cs.floorMaxHP, roomCleared: newFloorHP <= 0 };
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}
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function makeSwordInstance(typeId: string, enchantments: EquipmentInstance['enchantments'] = []): EquipmentInstance {
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return {
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instanceId: `test-${typeId}`,
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typeId,
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name: typeId,
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enchantments,
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usedCapacity: 0,
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totalCapacity: 50,
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rarity: 'common',
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quality: 50,
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tags: [],
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};
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}
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function runCombatTickWithSwords(
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>,
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equippedSwords: Record<string, EquipmentInstance>,
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): CombatTickResult {
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return processCombatTick(
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() => useCombatStore.getState(),
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(partial) => useCombatStore.setState(partial),
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rawMana,
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elements,
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1000, // maxMana
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1, // attackSpeedMult
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vi.fn(), // onFloorCleared
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(dmg) => ({ rawMana, elements, modifiedDamage: dmg }),
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[], // signedPacts
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{ activeGolems: [] },
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golemApplyDamageToRoom,
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(dmg: number) => dmg,
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equippedSwords,
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);
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}
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// ═══════════════════════════════════════════════════════════════════════════════
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// MELEE AUTO-ATTACK SYSTEM (spec §3.1, §4.3)
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// ═══════════════════════════════════════════════════════════════════════════════
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describe('calcMeleeDamage', () => {
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it('should return base damage for a sword with no enchantments', () => {
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const swordType = { stats: { baseDamage: 10, attackSpeed: 1.2 } };
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const swordInstance = makeSwordInstance('ironBlade');
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const damage = calcMeleeDamage(swordInstance, swordType, 'fire');
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expect(damage).toBe(10);
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});
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it('should apply elemental bonus for fire-enchanted sword vs water enemy', () => {
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const swordType = { stats: { baseDamage: 10, attackSpeed: 1.2 } };
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const swordInstance = makeSwordInstance('ironBlade', [
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{ effectId: 'sword_fire', stacks: 1, actualCost: 40 },
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]);
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const damage = calcMeleeDamage(swordInstance, swordType, 'water');
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expect(damage).toBe(10 * 1.5);
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});
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it('should apply elemental bonus for fire-enchanted sword vs fire enemy (resonance)', () => {
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const swordType = { stats: { baseDamage: 10, attackSpeed: 1.2 } };
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const swordInstance = makeSwordInstance('ironBlade', [
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{ effectId: 'sword_fire', stacks: 1, actualCost: 40 },
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]);
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const damage = calcMeleeDamage(swordInstance, swordType, 'fire');
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expect(damage).toBe(10 * 1.25);
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});
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it('should apply elemental bonus for fire-enchanted sword vs air enemy (neutral)', () => {
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const swordType = { stats: { baseDamage: 10, attackSpeed: 1.2 } };
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const swordInstance = makeSwordInstance('ironBlade', [
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{ effectId: 'sword_fire', stacks: 1, actualCost: 40 },
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]);
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const damage = calcMeleeDamage(swordInstance, swordType, 'air');
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expect(damage).toBe(10);
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});
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it('should return fallback damage for sword with no stats', () => {
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const swordType = {};
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const swordInstance = makeSwordInstance('ironBlade');
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const damage = calcMeleeDamage(swordInstance, swordType, 'fire');
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expect(damage).toBe(5);
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});
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it('should handle frost-enchanted sword vs fire enemy (frost weak to fire = 0.75x)', () => {
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const swordType = { stats: { baseDamage: 15, attackSpeed: 1.0 } };
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const swordInstance = makeSwordInstance('crystalBlade', [
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{ effectId: 'sword_frost', stacks: 1, actualCost: 40 },
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]);
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const damage = calcMeleeDamage(swordInstance, swordType, 'fire');
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expect(damage).toBe(15 * 0.75);
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});
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it('should handle lightning-enchanted sword vs earth enemy (lightning weak to earth = 0.75x)', () => {
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const swordType = { stats: { baseDamage: 20, attackSpeed: 1.4 } };
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const swordInstance = makeSwordInstance('arcanistBlade', [
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{ effectId: 'sword_lightning', stacks: 1, actualCost: 50 },
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]);
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const damage = calcMeleeDamage(swordInstance, swordType, 'earth');
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expect(damage).toBe(20 * 0.75);
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});
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it('should handle void-enchanted sword correctly (no specific matchup = neutral)', () => {
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const swordType = { stats: { baseDamage: 25, attackSpeed: 1.0 } };
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const swordInstance = makeSwordInstance('voidBlade', [
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{ effectId: 'sword_void', stacks: 1, actualCost: 60 },
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]);
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const damage = calcMeleeDamage(swordInstance, swordType, 'light');
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expect(damage).toBe(25);
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});
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});
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describe('melee auto-attack in processCombatTick', () => {
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beforeEach(resetStores);
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it('should not error when no swords are equipped', () => {
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const elements = makeInitialElements(500, {});
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const result = runCombatTickWithSwords(1000, elements, {});
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expect(result).toBeDefined();
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expect(result.meleeSwordProgress).toBeDefined();
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});
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it('should accumulate melee progress for equipped swords', () => {
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const elements = makeInitialElements(500, {});
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const sword = makeSwordInstance('ironBlade');
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const equippedSwords = { [sword.instanceId]: sword };
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let result: CombatTickResult = { rawMana: 1000, elements, logMessages: [], totalManaGathered: 0, currentFloor: 1, floorHP: 100, floorMaxHP: 100, maxFloorReached: 1, castProgress: 0, equipmentSpellStates: [], activeGolems: [], meleeSwordProgress: {} };
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for (let i = 0; i < 10; i++) {
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result = runCombatTickWithSwords(1000, elements, equippedSwords);
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}
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expect(Object.keys(result.meleeSwordProgress).length).toBeGreaterThanOrEqual(0);
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});
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it('should track meleeSwordProgress per sword instance', () => {
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const sword1 = makeSwordInstance('ironBlade');
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const sword2 = makeSwordInstance('steelBlade');
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sword1.instanceId = 'sword-1';
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sword2.instanceId = 'sword-2';
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const elements = makeInitialElements(500, {});
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const equippedSwords = { [sword1.instanceId]: sword1, [sword2.instanceId]: sword2 };
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const result = runCombatTickWithSwords(1000, elements, equippedSwords);
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expect(result.meleeSwordProgress['sword-1']).toBeDefined();
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expect(result.meleeSwordProgress['sword-2']).toBeDefined();
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});
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it('should return meleeSwordProgress in the result', () => {
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const elements = makeInitialElements(500, {});
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const result = runCombatTickWithSwords(1000, elements, {});
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expect(result.meleeSwordProgress).toBeDefined();
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expect(typeof result.meleeSwordProgress).toBe('object');
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});
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it('should deal melee damage alongside spell damage', () => {
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// Run many ticks to accumulate enough melee progress for a hit
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const elements = makeInitialElements(500, {});
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const sword = makeSwordInstance('ironBlade');
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sword.instanceId = 'test-sword';
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const equippedSwords = { [sword.instanceId]: sword };
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let result: CombatTickResult = { rawMana: 1000, elements, logMessages: [], totalManaGathered: 0, currentFloor: 1, floorHP: 100000, floorMaxHP: 100000, maxFloorReached: 1, castProgress: 0, equipmentSpellStates: [], activeGolems: [], meleeSwordProgress: {} };
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// Run 25 ticks: each tick adds 0.048 progress, so 25 * 0.048 = 1.2, triggering a hit
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for (let i = 0; i < 25; i++) {
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result = runCombatTickWithSwords(1000, elements, equippedSwords);
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}
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// Floor HP should have decreased from both spell and melee damage
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expect(result.floorHP).toBeLessThan(100000);
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});
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it('should apply elemental bonus for enchanted swords', () => {
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// Verify that calcMeleeDamage applies elemental bonus correctly
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const swordType = { stats: { baseDamage: 8, attackSpeed: 1.2 } };
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// Plain sword vs fire enemy (neutral)
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const plainSword = makeSwordInstance('ironBlade');
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const plainDamage = calcMeleeDamage(plainSword, swordType, 'fire');
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expect(plainDamage).toBe(8);
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// Fire-enchanted sword vs fire enemy (resonance = 1.25x)
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const fireSword = makeSwordInstance('ironBlade', [
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{ effectId: 'sword_fire', stacks: 1, actualCost: 40 },
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]);
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const fireDamage = calcMeleeDamage(fireSword, swordType, 'fire');
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expect(fireDamage).toBe(8 * 1.25);
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// Fire-enchanted sword vs water enemy (super effective = 1.5x)
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const fireVsWater = calcMeleeDamage(fireSword, swordType, 'water');
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expect(fireVsWater).toBe(8 * 1.5);
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});
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it('should not deduct mana for melee attacks', () => {
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const sword = makeSwordInstance('ironBlade');
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sword.instanceId = 'test-sword';
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const equippedSwords = { [sword.instanceId]: sword };
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const elements = makeInitialElements(500, {});
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const startMana = 1000;
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const result = runCombatTickWithSwords(startMana, elements, equippedSwords);
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// Melee attacks cost no mana — rawMana should be <= startMana (spell may have deducted)
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expect(result.rawMana).toBeLessThanOrEqual(startMana);
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});
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it('should handle multiple swords with different attack speeds', () => {
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const fastSword = makeSwordInstance('arcanistBlade');
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fastSword.instanceId = 'fast-sword';
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const slowSword = makeSwordInstance('voidBlade');
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slowSword.instanceId = 'slow-sword';
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const elements = makeInitialElements(500, {});
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const equippedSwords = { [fastSword.instanceId]: fastSword, [slowSword.instanceId]: slowSword };
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const result = runCombatTickWithSwords(1000, elements, equippedSwords);
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const fastProgress = result.meleeSwordProgress[fastSword.instanceId] || 0;
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const slowProgress = result.meleeSwordProgress[slowSword.instanceId] || 0;
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expect(fastProgress).toBeGreaterThanOrEqual(0);
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expect(slowProgress).toBeGreaterThanOrEqual(0);
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});
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});
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@@ -21,6 +21,9 @@ export type { RoomType } from '../types/game';
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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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// Equipment types
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export { EQUIPMENT_TYPES } from '../data/equipment/equipment-types-data';
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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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@@ -12,6 +12,7 @@ export const SWORD_EQUIPMENT: Record<string, EquipmentType> = {
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slot: 'mainHand',
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baseCapacity: 30,
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description: 'A simple iron sword. Can be enchanted with elemental effects.',
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stats: { baseDamage: 8, attackSpeed: 1.2 },
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},
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steelBlade: {
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id: 'steelBlade',
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@@ -20,6 +21,7 @@ export const SWORD_EQUIPMENT: Record<string, EquipmentType> = {
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slot: 'mainHand',
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baseCapacity: 40,
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description: 'A well-crafted steel sword. Balanced for combat and enchanting.',
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stats: { baseDamage: 12, attackSpeed: 1.3 },
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},
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crystalBlade: {
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id: 'crystalBlade',
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@@ -28,6 +30,7 @@ export const SWORD_EQUIPMENT: Record<string, EquipmentType> = {
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slot: 'mainHand',
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baseCapacity: 55,
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description: 'A blade made of crystallized mana. Excellent for elemental enchantments.',
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stats: { baseDamage: 18, attackSpeed: 1.1 },
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},
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arcanistBlade: {
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id: 'arcanistBlade',
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@@ -36,6 +39,7 @@ export const SWORD_EQUIPMENT: Record<string, EquipmentType> = {
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slot: 'mainHand',
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baseCapacity: 65,
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description: 'A sword forged for battle mages. High capacity for powerful enchantments.',
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stats: { baseDamage: 22, attackSpeed: 1.4 },
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},
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voidBlade: {
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id: 'voidBlade',
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@@ -44,5 +48,6 @@ export const SWORD_EQUIPMENT: Record<string, EquipmentType> = {
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slot: 'mainHand',
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baseCapacity: 50,
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description: 'A blade corrupted by void energy. Powerful but consumes more mana.',
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stats: { baseDamage: 25, attackSpeed: 1.0 },
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},
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};
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@@ -27,4 +27,8 @@ export interface EquipmentType {
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baseCapacity: number;
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description: string;
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twoHanded?: boolean; // If true, weapon occupies both main hand and offhand slots
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stats?: {
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baseDamage?: number; // Base damage per hit (swords)
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attackSpeed?: number; // Attacks per in-game hour (swords)
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};
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}
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@@ -2,14 +2,13 @@
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// Pure combat logic — no cross-store getState() calls.
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// All external data (signedPacts, etc.) is passed in as parameters.
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import { SPELLS_DEF, HOURS_PER_TICK } from '../constants';
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import { SPELLS_DEF, HOURS_PER_TICK, EQUIPMENT_TYPES } from '../constants';
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import { getGuardianForFloor } from '../data/guardian-encounters';
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import type { CombatStore, CombatState } from './combat-state.types';
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import type { SpellState, EnemyState } from '../types';
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import type { SpellState, EnemyState, EquipmentInstance } from '../types';
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import { applyOnHitEffect, processDoTPhase } from './dot-runtime';
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import type { ActiveGolem } from '../types';
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import type { SpellOnHitEffect } from '../types/spells';
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import { getFloorMaxHP, getFloorElement, getMultiElementBonus, calcDamage, canAffordSpellCost, deductSpellCost } from '../utils';
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import { getFloorMaxHP, getFloorElement, getMultiElementBonus, calcDamage, calcMeleeDamage, canAffordSpellCost, deductSpellCost } from '../utils';
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import { computeDisciplineEffects } from '../effects/discipline-effects';
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import { processGolemMaintenance, processGolemAttacks } from './golem-combat-actions';
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@@ -34,6 +33,7 @@ function makeDefaultCombatTickResult(
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castProgress: state.castProgress,
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equipmentSpellStates: state.equipmentSpellStates,
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activeGolems,
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meleeSwordProgress: state.meleeSwordProgress,
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};
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}
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@@ -49,6 +49,7 @@ export interface CombatTickResult {
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castProgress: number;
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equipmentSpellStates: CombatState['equipmentSpellStates'];
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activeGolems: ActiveGolem[];
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meleeSwordProgress: Record<string, number>;
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}
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export function processCombatTick(
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@@ -75,6 +76,7 @@ export function processCombatTick(
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bypassArmor?: boolean,
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bypassBarrier?: boolean,
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) => number,
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equippedSwords?: Record<string, EquipmentInstance>,
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): CombatTickResult {
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const state = get();
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const logMessages: string[] = [];
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@@ -84,212 +86,225 @@ export function processCombatTick(
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return makeDefaultCombatTickResult(rawMana, elements, state, golemancyState.activeGolems);
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}
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|
||||
// ─── Golem maintenance (spec §9.5) ──────────────────────────────────────
|
||||
const maintenanceResult = processGolemMaintenance(
|
||||
golemancyState.activeGolems,
|
||||
rawMana,
|
||||
elements,
|
||||
);
|
||||
let activeGolems = maintenanceResult.maintainedGolems;
|
||||
rawMana = maintenanceResult.rawMana;
|
||||
elements = maintenanceResult.elements;
|
||||
logMessages.push(...maintenanceResult.logMessages);
|
||||
|
||||
// Write maintained golems back immediately so tick state stays consistent
|
||||
set({ golemancy: { ...state.golemancy, activeGolems } });
|
||||
|
||||
const spellId = state.activeSpell;
|
||||
const spellDef = SPELLS_DEF[spellId];
|
||||
if (!spellDef) {
|
||||
// Even if no spell is configured, golems can still fight
|
||||
// Process golem attacks even without a valid spell
|
||||
if (activeGolems.length > 0) {
|
||||
const golemAttackResult = processGolemAttacks(
|
||||
activeGolems,
|
||||
rawMana,
|
||||
elements,
|
||||
state.floorHP,
|
||||
state.floorMaxHP,
|
||||
state.currentFloor,
|
||||
onDamageDealt,
|
||||
golemApplyDamageToRoom,
|
||||
);
|
||||
rawMana = golemAttackResult.rawMana;
|
||||
elements = golemAttackResult.elements;
|
||||
activeGolems = golemAttackResult.activeGolems;
|
||||
logMessages.push(...golemAttackResult.logMessages);
|
||||
|
||||
// Check if golems cleared the room
|
||||
const newFloorHP = golemApplyDamageToRoom(0);
|
||||
if (newFloorHP.roomCleared || golemAttackResult.totalDamageDealt > 0) {
|
||||
// Re-check floor state after golem attacks
|
||||
const newState = get();
|
||||
if (newState.floorHP <= 0) {
|
||||
return makeDefaultCombatTickResult(rawMana, elements, state, activeGolems);
|
||||
}
|
||||
}
|
||||
}
|
||||
return makeDefaultCombatTickResult(rawMana, elements, state, activeGolems);
|
||||
}
|
||||
|
||||
try {
|
||||
// Compute discipline bonuses once per tick
|
||||
const disciplineEffects = computeDisciplineEffects();
|
||||
// ─── Golem maintenance (spec §9.5) ──────────────────────────────────────
|
||||
const maintenanceResult = processGolemMaintenance(
|
||||
golemancyState.activeGolems,
|
||||
rawMana,
|
||||
elements,
|
||||
);
|
||||
let activeGolems = maintenanceResult.maintainedGolems;
|
||||
rawMana = maintenanceResult.rawMana;
|
||||
elements = maintenanceResult.elements;
|
||||
logMessages.push(...maintenanceResult.logMessages);
|
||||
|
||||
// Calculate cast speed (no skill bonus)
|
||||
const totalAttackSpeed = attackSpeedMult;
|
||||
const spellCastSpeed = spellDef.castSpeed || 1;
|
||||
const progressPerTick = HOURS_PER_TICK * spellCastSpeed * totalAttackSpeed;
|
||||
// Write maintained golems back immediately so tick state stays consistent
|
||||
set({ golemancy: { ...state.golemancy, activeGolems } });
|
||||
|
||||
const spellId = state.activeSpell;
|
||||
const spellDef = SPELLS_DEF[spellId];
|
||||
|
||||
let castProgress = (state.castProgress || 0) + progressPerTick;
|
||||
let floorHP = state.floorHP;
|
||||
let currentFloor = state.currentFloor;
|
||||
let floorMaxHP = state.floorMaxHP;
|
||||
|
||||
// Process complete casts for active spell (safety counter prevents infinite loop)
|
||||
let safetyCounter = 0;
|
||||
const MAX_CASTS_PER_TICK = 100;
|
||||
while (castProgress >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements) && safetyCounter < MAX_CASTS_PER_TICK) {
|
||||
// Deduct spell cost
|
||||
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
|
||||
rawMana = afterCost.rawMana;
|
||||
elements = afterCost.elements;
|
||||
// Calculate base damage (without elemental bonus first)
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
const baseDamage = calcDamage(
|
||||
{ signedPacts },
|
||||
spellId,
|
||||
undefined,
|
||||
disciplineEffects,
|
||||
);
|
||||
// Apply elemental bonus — for multi-element guardians, use all elements
|
||||
const guardian = getGuardianForFloor(currentFloor);
|
||||
const floorElems = guardian && guardian.element.length > 0
|
||||
? guardian.element
|
||||
: [floorElement];
|
||||
const multiElemBonus = getMultiElementBonus(spellDef.elem, floorElems);
|
||||
const damage = baseDamage * multiElemBonus;
|
||||
|
||||
// Let gameStore apply damage modifiers (executioner, berserker)
|
||||
const result = onDamageDealt(damage);
|
||||
rawMana = result.rawMana;
|
||||
elements = result.elements;
|
||||
const finalDamage = result.modifiedDamage || damage;
|
||||
|
||||
// Guard against NaN damage — if damage is not finite, stop processing
|
||||
if (!Number.isFinite(finalDamage)) {
|
||||
logMessages.push('⚠️ Combat stopped: invalid damage value');
|
||||
break;
|
||||
}
|
||||
|
||||
// Apply damage
|
||||
floorHP = Math.max(0, floorHP - finalDamage);
|
||||
castProgress -= 1;
|
||||
safetyCounter++;
|
||||
|
||||
// Apply on-hit effect (DoT/debuff) to enemy (spec §6.2)
|
||||
applyOnHitEffect(get, set, spellId, logMessages);
|
||||
|
||||
// Check if room/floor is cleared
|
||||
if (floorHP <= 0) {
|
||||
const guardian = getGuardianForFloor(currentFloor);
|
||||
onFloorCleared(currentFloor, !!guardian);
|
||||
|
||||
// ── Spec: room-aware advancement (climbing spec §4.4) ──────────────
|
||||
// Instead of directly incrementing the floor, delegate to the store's
|
||||
// advanceRoomOrFloor which handles room-by-room and floor transitions.
|
||||
get().advanceRoomOrFloor();
|
||||
|
||||
// Re-read state after advancement
|
||||
const newState = get();
|
||||
currentFloor = newState.currentFloor;
|
||||
floorMaxHP = newState.floorMaxHP;
|
||||
floorHP = newState.floorHP;
|
||||
castProgress = 0;
|
||||
|
||||
if (guardian) {
|
||||
logMessages.push(`\u2694\ufe0f ${guardian.name} defeated!`);
|
||||
} else if (currentFloor % 5 === 0) {
|
||||
logMessages.push(`\ud83c\udff0 Floor ${currentFloor - 1} cleared!`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Process equipment spell states (for progress bars in UI)
|
||||
let castProgress = state.castProgress;
|
||||
const updatedEquipmentSpellStates = [...state.equipmentSpellStates];
|
||||
for (let i = 0; i < updatedEquipmentSpellStates.length; i++) {
|
||||
const eSpell = updatedEquipmentSpellStates[i];
|
||||
const eSpellDef = SPELLS_DEF[eSpell.spellId];
|
||||
if (!eSpellDef) continue;
|
||||
|
||||
// Calculate progress for this equipment spell
|
||||
const eSpellCastSpeed = eSpellDef.castSpeed || 1;
|
||||
const eProgressPerTick = HOURS_PER_TICK * eSpellCastSpeed * totalAttackSpeed;
|
||||
let eCastProgress = (eSpell.castProgress || 0) + eProgressPerTick;
|
||||
// ─── Spell casting (only when a valid spell is configured) ────────────────
|
||||
if (spellDef) {
|
||||
// Compute discipline bonuses once per tick
|
||||
const disciplineEffects = computeDisciplineEffects();
|
||||
|
||||
// Process complete casts for equipment spells (safety counter prevents infinite loop)
|
||||
let eSafetyCounter = 0;
|
||||
const MAX_E_CASTS_PER_TICK = 100;
|
||||
while (eCastProgress >= 1 && canAffordSpellCost(eSpellDef.cost, rawMana, elements) && eSafetyCounter < MAX_E_CASTS_PER_TICK) {
|
||||
// Deduct cost
|
||||
const eAfterCost = deductSpellCost(eSpellDef.cost, rawMana, elements);
|
||||
rawMana = eAfterCost.rawMana;
|
||||
elements = eAfterCost.elements;
|
||||
// Calculate damage — for multi-element guardians, use all elements
|
||||
const eFloorElement = getFloorElement(currentFloor);
|
||||
const eBaseDamage = calcDamage(
|
||||
// Calculate cast speed (no skill bonus)
|
||||
const totalAttackSpeed = attackSpeedMult;
|
||||
const spellCastSpeed = spellDef.castSpeed || 1;
|
||||
const progressPerTick = HOURS_PER_TICK * spellCastSpeed * totalAttackSpeed;
|
||||
|
||||
castProgress = (castProgress || 0) + progressPerTick;
|
||||
|
||||
// Process complete casts for active spell (safety counter prevents infinite loop)
|
||||
let safetyCounter = 0;
|
||||
const MAX_CASTS_PER_TICK = 100;
|
||||
while (castProgress >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements) && safetyCounter < MAX_CASTS_PER_TICK) {
|
||||
// Deduct spell cost
|
||||
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
|
||||
rawMana = afterCost.rawMana;
|
||||
elements = afterCost.elements;
|
||||
// Calculate base damage (without elemental bonus first)
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
const baseDamage = calcDamage(
|
||||
{ signedPacts },
|
||||
eSpell.spellId,
|
||||
spellId,
|
||||
undefined,
|
||||
disciplineEffects,
|
||||
);
|
||||
const eGuardian = getGuardianForFloor(currentFloor);
|
||||
const eFloorElems = eGuardian && eGuardian.element.length > 0
|
||||
? eGuardian.element
|
||||
: [eFloorElement];
|
||||
const eMultiElemBonus = getMultiElementBonus(eSpellDef.elem, eFloorElems);
|
||||
const eDamage = eBaseDamage * eMultiElemBonus;
|
||||
// Apply elemental bonus — for multi-element guardians, use all elements
|
||||
const guardian = getGuardianForFloor(currentFloor);
|
||||
const floorElems = guardian && guardian.element.length > 0
|
||||
? guardian.element
|
||||
: [floorElement];
|
||||
const multiElemBonus = getMultiElementBonus(spellDef.elem, floorElems);
|
||||
const damage = baseDamage * multiElemBonus;
|
||||
|
||||
const eResult = onDamageDealt(eDamage);
|
||||
rawMana = eResult.rawMana;
|
||||
elements = eResult.elements;
|
||||
const eFinalDamage = eResult.modifiedDamage || eDamage;
|
||||
// Let gameStore apply damage modifiers (executioner, berserker)
|
||||
const result = onDamageDealt(damage);
|
||||
rawMana = result.rawMana;
|
||||
elements = result.elements;
|
||||
const finalDamage = result.modifiedDamage || damage;
|
||||
|
||||
// Guard against NaN damage
|
||||
if (!Number.isFinite(eFinalDamage)) {
|
||||
// Guard against NaN damage — if damage is not finite, stop processing
|
||||
if (!Number.isFinite(finalDamage)) {
|
||||
logMessages.push('⚠️ Combat stopped: invalid damage value');
|
||||
break;
|
||||
}
|
||||
|
||||
floorHP = Math.max(0, floorHP - eFinalDamage);
|
||||
eCastProgress -= 1;
|
||||
eSafetyCounter++;
|
||||
// Apply damage
|
||||
floorHP = Math.max(0, floorHP - finalDamage);
|
||||
castProgress -= 1;
|
||||
safetyCounter++;
|
||||
|
||||
// Apply on-hit effect (DoT/debuff) to enemy (spec §6.2)
|
||||
applyOnHitEffect(get, set, spellId, logMessages);
|
||||
|
||||
// Check if room/floor is cleared
|
||||
if (floorHP <= 0) {
|
||||
const eGuardian = getGuardianForFloor(currentFloor);
|
||||
onFloorCleared(currentFloor, !!eGuardian);
|
||||
const guardian = getGuardianForFloor(currentFloor);
|
||||
onFloorCleared(currentFloor, !!guardian);
|
||||
|
||||
// ── Spec: room-aware advancement ─────────────────────────────────
|
||||
// ── Spec: room-aware advancement (climbing spec §4.4) ──────────────
|
||||
// Instead of directly incrementing the floor, delegate to the store's
|
||||
// advanceRoomOrFloor which handles room-by-room and floor transitions.
|
||||
get().advanceRoomOrFloor();
|
||||
|
||||
// Re-read state after advancement
|
||||
const newState = get();
|
||||
currentFloor = newState.currentFloor;
|
||||
floorMaxHP = newState.floorMaxHP;
|
||||
floorHP = newState.floorHP;
|
||||
eCastProgress = 0;
|
||||
if (eGuardian) {
|
||||
logMessages.push(`\u2694\ufe0f ${eGuardian.name} defeated!`);
|
||||
castProgress = 0;
|
||||
|
||||
if (guardian) {
|
||||
logMessages.push(`⚔️ ${guardian.name} defeated!`);
|
||||
} else if (currentFloor % 5 === 0) {
|
||||
logMessages.push(`\ud83c\udff0 Floor ${currentFloor - 1} cleared!`);
|
||||
logMessages.push(`🗺️ Floor ${currentFloor - 1} cleared!`);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Update equipment spell state
|
||||
updatedEquipmentSpellStates[i] = { ...eSpell, castProgress: eCastProgress % 1 };
|
||||
// Process equipment spell states (for progress bars in UI)
|
||||
for (let i = 0; i < updatedEquipmentSpellStates.length; i++) {
|
||||
const eSpell = updatedEquipmentSpellStates[i];
|
||||
const eSpellDef = SPELLS_DEF[eSpell.spellId];
|
||||
if (!eSpellDef) continue;
|
||||
|
||||
// Calculate progress for this equipment spell
|
||||
const eSpellCastSpeed = eSpellDef.castSpeed || 1;
|
||||
const eProgressPerTick = HOURS_PER_TICK * eSpellCastSpeed * attackSpeedMult;
|
||||
let eCastProgress = (eSpell.castProgress || 0) + eProgressPerTick;
|
||||
|
||||
// Process complete casts for equipment spells (safety counter prevents infinite loop)
|
||||
let eSafetyCounter = 0;
|
||||
const MAX_E_CASTS_PER_TICK = 100;
|
||||
while (eCastProgress >= 1 && canAffordSpellCost(eSpellDef.cost, rawMana, elements) && eSafetyCounter < MAX_E_CASTS_PER_TICK) {
|
||||
// Deduct cost
|
||||
const eAfterCost = deductSpellCost(eSpellDef.cost, rawMana, elements);
|
||||
rawMana = eAfterCost.rawMana;
|
||||
elements = eAfterCost.elements;
|
||||
// Calculate damage — for multi-element guardians, use all elements
|
||||
const eFloorElement = getFloorElement(currentFloor);
|
||||
const eBaseDamage = calcDamage(
|
||||
{ signedPacts },
|
||||
eSpell.spellId,
|
||||
undefined,
|
||||
disciplineEffects,
|
||||
);
|
||||
const eGuardian = getGuardianForFloor(currentFloor);
|
||||
const eFloorElems = eGuardian && eGuardian.element.length > 0
|
||||
? eGuardian.element
|
||||
: [eFloorElement];
|
||||
const eMultiElemBonus = getMultiElementBonus(eSpellDef.elem, eFloorElems);
|
||||
const eDamage = eBaseDamage * eMultiElemBonus;
|
||||
|
||||
const eResult = onDamageDealt(eDamage);
|
||||
rawMana = eResult.rawMana;
|
||||
elements = eResult.elements;
|
||||
const eFinalDamage = eResult.modifiedDamage || eDamage;
|
||||
|
||||
// Guard against NaN damage
|
||||
if (!Number.isFinite(eFinalDamage)) {
|
||||
break;
|
||||
}
|
||||
|
||||
floorHP = Math.max(0, floorHP - eFinalDamage);
|
||||
eCastProgress -= 1;
|
||||
eSafetyCounter++;
|
||||
|
||||
if (floorHP <= 0) {
|
||||
const eGuardian = getGuardianForFloor(currentFloor);
|
||||
onFloorCleared(currentFloor, !!eGuardian);
|
||||
|
||||
// ── Spec: room-aware advancement ─────────────────────────────────
|
||||
get().advanceRoomOrFloor();
|
||||
|
||||
const newState = get();
|
||||
currentFloor = newState.currentFloor;
|
||||
floorMaxHP = newState.floorMaxHP;
|
||||
floorHP = newState.floorHP;
|
||||
eCastProgress = 0;
|
||||
if (eGuardian) {
|
||||
logMessages.push(`⚔️ ${eGuardian.name} defeated!`);
|
||||
} else if (currentFloor % 5 === 0) {
|
||||
logMessages.push(`🗺️ Floor ${currentFloor - 1} cleared!`);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Update equipment spell state
|
||||
updatedEquipmentSpellStates[i] = { ...eSpell, castProgress: eCastProgress % 1 };
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Golem attacks (spec §9.4) ─────────────────────────────────────────
|
||||
// ─── Melee sword attacks (spec §3.1, §4.3) ────────────────────────────
|
||||
// Melee: no mana cost, no Executioner/Berserker, elemental matchup applies
|
||||
const updatedMeleeSwordProgress = { ...state.meleeSwordProgress };
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
const guardian = getGuardianForFloor(currentFloor);
|
||||
const floorElems = guardian && guardian.element.length > 0 ? guardian.element : [floorElement];
|
||||
|
||||
|
||||
if (equippedSwords && Object.keys(equippedSwords).length > 0 && floorHP > 0) {
|
||||
for (const [instanceId, swordInstance] of Object.entries(equippedSwords)) {
|
||||
const swordType = EQUIPMENT_TYPES[swordInstance.typeId];
|
||||
if (!swordType || !swordType.stats?.attackSpeed) continue;
|
||||
const swordAttackSpeed = swordType.stats.attackSpeed;
|
||||
const meleeProgressPerTick = HOURS_PER_TICK * swordAttackSpeed * attackSpeedMult;
|
||||
let meleeProgress = (updatedMeleeSwordProgress[instanceId] || 0) + meleeProgressPerTick;
|
||||
let meleeSafetyCounter = 0;
|
||||
while (meleeProgress >= 1 && meleeSafetyCounter < 100) {
|
||||
const meleeDamage = calcMeleeDamage(swordInstance as EquipmentInstance, swordType, floorElems[0]);
|
||||
const finalMeleeDamage = applyEnemyDefenses(meleDamage, null, 'combat', (msg) => logMessages.push(msg));
|
||||
if (!Number.isFinite(finalMeleeDamage)) break;
|
||||
floorHP = Math.max(0, floorHP - finalMeleeDamage);
|
||||
meleeProgress -= 1;
|
||||
meleeSafetyCounter++;
|
||||
if (floorHP <= 0) {
|
||||
const g = getGuardianForFloor(currentFloor);
|
||||
onFloorCleared(currentFloor, !!g);
|
||||
get().advanceRoomOrFloor();
|
||||
const ns = get();
|
||||
currentFloor = ns.currentFloor;
|
||||
floorMaxHP = ns.floorMaxHP;
|
||||
floorHP = ns.floorHP;
|
||||
meleeProgress = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
updatedMeleeSwordProgress[instanceId] = meleeProgress % 1;
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Golem attacks (spec §9.4) ───────────────────────────────────────────
|
||||
// Golems attack after spells, using the same damage pipeline.
|
||||
// They ignore Executioner/Berserker (handled internally by processGolemAttacks).
|
||||
if (activeGolems.length > 0 && floorHP > 0) {
|
||||
@@ -315,7 +330,7 @@ export function processCombatTick(
|
||||
currentFloor = postGolemState.currentFloor;
|
||||
}
|
||||
|
||||
// ─── DoT/Debuff tick processing (spec §6.3) ──────────────────────────
|
||||
// ─── DoT/Debuff tick processing (spec §6.3) ─────────────────────────────
|
||||
// Process after all weapon/golem attacks
|
||||
if (floorHP > 0) {
|
||||
const doTDamage = processDoTPhase(get, set, applyEnemyDefenses, logMessages);
|
||||
@@ -347,12 +362,13 @@ export function processCombatTick(
|
||||
castProgress,
|
||||
equipmentSpellStates: updatedEquipmentSpellStates,
|
||||
activeGolems,
|
||||
meleeSwordProgress: updatedMeleeSwordProgress,
|
||||
};
|
||||
} catch (error) {
|
||||
// Return safe defaults on error — combat tick should never crash the game
|
||||
const errorMsg = error instanceof Error ? error.message : String(error);
|
||||
logMessages.push(`⚠️ Combat error: ${errorMsg}`);
|
||||
return makeDefaultCombatTickResult(rawMana, elements, state, activeGolems);
|
||||
return makeDefaultCombatTickResult(rawMana, elements, state, golemancyState.activeGolems);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -368,4 +384,4 @@ export function makeInitialSpells(spellsToKeep: string[] = []): Record<string, S
|
||||
}
|
||||
|
||||
return startSpells;
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
// ─── Combat State Types ────────────────────────────────────────────────────────
|
||||
// Shared types for combat store and combat actions to avoid circular dependency
|
||||
|
||||
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, EnemyState } from '../types';
|
||||
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, EnemyState, EquipmentInstance } from '../types';
|
||||
|
||||
// ─── Combat State (data only) ─────────────────────────────────────────────────
|
||||
|
||||
@@ -58,6 +58,9 @@ export interface CombatState {
|
||||
comboHitCount: number;
|
||||
floorHitCount: number;
|
||||
|
||||
// Melee sword progress accumulators (spec §3.1)
|
||||
meleeSwordProgress: Record<string, number>;
|
||||
|
||||
// Guardian defensive state (shield, barrier, regen)
|
||||
guardianShield: number;
|
||||
guardianShieldMax: number;
|
||||
@@ -153,6 +156,7 @@ export interface CombatActions {
|
||||
bypassArmor?: boolean,
|
||||
bypassBarrier?: boolean,
|
||||
) => number,
|
||||
equippedSwords?: Record<string, EquipmentInstance>,
|
||||
) => {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
@@ -165,6 +169,7 @@ export interface CombatActions {
|
||||
castProgress: number;
|
||||
equipmentSpellStates: EquipmentSpellState[];
|
||||
activeGolems: ActiveGolem[];
|
||||
meleeSwordProgress: Record<string, number>;
|
||||
};
|
||||
|
||||
// Reset
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
import { create } from 'zustand';
|
||||
import { persist } from 'zustand/middleware';
|
||||
import { createSafeStorage } from '../utils/safe-persist';
|
||||
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, EnemyState } from '../types';
|
||||
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, EnemyState, EquipmentInstance } from '../types';
|
||||
import { getFloorMaxHP } from '../utils';
|
||||
import { generateFloorState } from '../utils/room-utils';
|
||||
import { addActivityLogEntry } from '../utils/activity-log';
|
||||
@@ -66,6 +66,9 @@ export const useCombatStore = create<CombatStore>()(
|
||||
comboHitCount: 0,
|
||||
floorHitCount: 0,
|
||||
|
||||
// Melee sword progress accumulators (spec §3.1)
|
||||
meleeSwordProgress: {},
|
||||
|
||||
// Guardian defensive state
|
||||
guardianShield: 0,
|
||||
guardianShieldMax: 0,
|
||||
@@ -310,6 +313,7 @@ export const useCombatStore = create<CombatStore>()(
|
||||
bypassArmor?: boolean,
|
||||
bypassBarrier?: boolean,
|
||||
) => number,
|
||||
equippedSwords?: Record<string, EquipmentInstance>,
|
||||
) => {
|
||||
return processCombatTick(
|
||||
get,
|
||||
@@ -324,6 +328,7 @@ export const useCombatStore = create<CombatStore>()(
|
||||
golemancyState,
|
||||
golemApplyDamageToRoom,
|
||||
applyEnemyDefenses,
|
||||
equippedSwords,
|
||||
);
|
||||
},
|
||||
|
||||
@@ -372,6 +377,7 @@ export const useCombatStore = create<CombatStore>()(
|
||||
guardianShieldMax: state.guardianShieldMax,
|
||||
guardianBarrier: state.guardianBarrier,
|
||||
guardianBarrierMax: state.guardianBarrierMax,
|
||||
meleeSwordProgress: state.meleeSwordProgress,
|
||||
}),
|
||||
}
|
||||
)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
// Game Store — coordinator, tick pipeline, time/incursion
|
||||
import { create } from 'zustand';
|
||||
import { persist } from 'zustand/middleware';
|
||||
import { HOURS_PER_TICK, MAX_DAY } from '../constants';
|
||||
import { HOURS_PER_TICK, MAX_DAY, EQUIPMENT_TYPES } from '../constants';
|
||||
import { computeEquipmentEffects } from '../effects';
|
||||
import type { ComputedEffects } from '../effects/upgrade-effects.types';
|
||||
|
||||
@@ -303,6 +303,19 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
const activeEnemy = combatCbs.applyMageBarrierRecharge(primaryEnemy) ?? primaryEnemy;
|
||||
const defCtx = { roomType: ctx.combat.currentRoom?.roomType ?? 'combat', enemy: activeEnemy };
|
||||
const golemPipeline = buildGolemCombatPipeline(addLog);
|
||||
|
||||
// Build equipped swords map for melee auto-attack (spec §3.1)
|
||||
const equippedSwords: Record<string, import('../types').EquipmentInstance> = {};
|
||||
for (const [slot, instanceId] of Object.entries(ctx.crafting.equippedInstances || {})) {
|
||||
if (!instanceId) continue;
|
||||
const inst = ctx.crafting.equipmentInstances?.[instanceId];
|
||||
if (!inst) continue;
|
||||
const eqType = EQUIPMENT_TYPES[inst.typeId];
|
||||
if (eqType?.category === 'sword') {
|
||||
equippedSwords[instanceId] = inst;
|
||||
}
|
||||
}
|
||||
|
||||
const combatResult = useCombatStore.getState().processCombatTick(
|
||||
rawMana, elements, maxMana, 1,
|
||||
combatCbs.onFloorCleared,
|
||||
@@ -313,12 +326,13 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
(dmg, enemy, roomType, addLogFn, bypassArmor, bypassBarrier) => applyEnemyDefensesFromPipeline(
|
||||
dmg, enemy, roomType, addLogFn, bypassArmor, bypassBarrier,
|
||||
),
|
||||
equippedSwords,
|
||||
);
|
||||
rawMana = combatResult.rawMana;
|
||||
elements = combatResult.elements;
|
||||
totalManaGathered += combatResult.totalManaGathered || 0;
|
||||
if (combatResult.logMessages) combatResult.logMessages.forEach(msg => addLog(msg));
|
||||
writes.combat = { ...(writes.combat || {}), currentFloor: combatResult.currentFloor, floorHP: combatResult.floorHP, floorMaxHP: combatResult.floorMaxHP, maxFloorReached: combatResult.maxFloorReached, castProgress: combatResult.castProgress, equipmentSpellStates: combatResult.equipmentSpellStates, golemancy: { ...(writes.combat?.golemancy || ctx.combat.golemancy), activeGolems: combatResult.activeGolems } };
|
||||
writes.combat = { ...(writes.combat || {}), currentFloor: combatResult.currentFloor, floorHP: combatResult.floorHP, floorMaxHP: combatResult.floorMaxHP, maxFloorReached: combatResult.maxFloorReached, castProgress: combatResult.castProgress, equipmentSpellStates: combatResult.equipmentSpellStates, golemancy: { ...(writes.combat?.golemancy || ctx.combat.golemancy), activeGolems: combatResult.activeGolems }, meleeSwordProgress: combatResult.meleeSwordProgress };
|
||||
}
|
||||
|
||||
if (ctx.combat.currentAction === 'craft') {
|
||||
|
||||
@@ -273,6 +273,55 @@ export function deductSpellCost(
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
// ─── Melee Damage Calculation (spec §4.3) ────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Map from sword enchantment specialId to element type for elemental matchup.
|
||||
*/
|
||||
const SWORD_ENCHANT_ELEMENT: Record<string, string> = {
|
||||
fireBlade: 'fire',
|
||||
frostBlade: 'frost',
|
||||
lightningBlade: 'lightning',
|
||||
voidBlade: 'void',
|
||||
};
|
||||
|
||||
/**
|
||||
* Calculate melee damage for a sword attack (spec §4.3).
|
||||
*
|
||||
* Formula: baseDmg = sword.baseDamage + sword.elementalEnchantDamage
|
||||
* damage = baseDmg × getElementalBonus(sword.enchantElement, enemy.element)
|
||||
*
|
||||
* No crit, no discipline damage bonus for melee in v1.
|
||||
* attackSpeedMult from equipment does apply to meleeProgress accumulation.
|
||||
*/
|
||||
export function calcMeleeDamage(
|
||||
swordInstance: EquipmentInstance,
|
||||
swordType: { stats?: { baseDamage?: number } },
|
||||
enemyElement: string,
|
||||
): number {
|
||||
const baseDmg = swordType.stats?.baseDamage || 5;
|
||||
|
||||
// Determine enchant element from sword's enchantments
|
||||
let enchantElement: string | null = null;
|
||||
for (const ench of swordInstance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (effectDef?.effect.type === 'special' && effectDef.effect.specialId) {
|
||||
const elem = SWORD_ENCHANT_ELEMENT[effectDef.effect.specialId];
|
||||
if (elem) {
|
||||
enchantElement = elem;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Apply elemental bonus if sword has an elemental enchant
|
||||
if (enchantElement) {
|
||||
return baseDmg * getElementalBonus(enchantElement, enemyElement);
|
||||
}
|
||||
|
||||
return baseDmg;
|
||||
}
|
||||
|
||||
// ─── Equipment Spell Helpers ──────────────────────────────────────────────────
|
||||
|
||||
// Return type for active equipment spells with source equipment
|
||||
|
||||
Reference in New Issue
Block a user