feat: implement golemancy combat system (spec §6, §9)
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
- Add ActiveGolem interface and activeGolems to GolemancyState - Add maxRoomDuration to all 12 golem definitions - Create golem-combat-actions.ts with pure golem combat logic (summoning, maintenance, attacks, room-duration) - Create golem-combat.ts pipeline for golem combat setup - Wire golem maintenance and attacks into processCombatTick - Wire golem summoning into advanceRoomOrFloor on room entry - Wire golem room-duration countdown into onFloorCleared callback - Update combat-actions tests for new processCombatTick signature - All 921 tests pass, all files under 400-line limit Closes #259
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@@ -7,6 +7,7 @@ import { getGuardianForFloor } from '../../data/guardian-encounters';
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import { hasSpecial, SPECIAL_EFFECTS } from '../../effects/special-effects';
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import type { ComputedEffects } from '../../effects/upgrade-effects.types';
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import type { EnemyState } from '../../types';
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import { countdownGolemRoomDuration } from '../golem-combat-actions';
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// ─── Enemy Defense Context ────────────────────────────────────────────────────
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// Snapshot of the current tick's enemy defense state, captured once per tick
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@@ -55,6 +56,19 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
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params.addLog('Floor ' + floor + ' cleared!');
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}
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useCombatStore.setState({ guardianShield: 0, guardianShieldMax: 0, guardianBarrier: 0, guardianBarrierMax: 0 });
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// ── Golem room-duration countdown (spec §9.6) ──────────────────────
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const cs = useCombatStore.getState();
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const activeGolems = cs.golemancy?.activeGolems ?? [];
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if (activeGolems.length > 0) {
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const result = countdownGolemRoomDuration(activeGolems);
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if (result.logMessages.length > 0) {
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result.logMessages.forEach((msg) => params.addLog(msg));
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}
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useCombatStore.setState({
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golemancy: { ...cs.golemancy, activeGolems: result.remainingGolems },
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});
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}
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};
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/** Mage barrier recharge rate (spec §5.2): 5% per tick */
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