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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// ─── Golem Combat Pipeline ─────────────────────────────────────────────────────
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// Extracts golem combat setup from gameStore.ts tick()
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// to keep the coordinator under the 400-line file limit.
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import { useCombatStore } from '../combatStore';
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import { useManaStore } from '../manaStore';
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import { processGolemRoomDuration } from '../golem-combat-actions';
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import type { ActiveGolem } from '../../types';
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export interface GolemCombatContext {
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addLog: (msg: string) => void;
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ctx: {
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combat: {
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currentFloor: number;
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currentRoom: { roomType: string; unknown: Array<{ name: string }> };
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};
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prestige: { signedPacts: number[] };
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};
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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maxMana: number;
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}
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export interface GolemCombatResult {
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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}
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/**
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* Build the golem combat pipeline for the current tick.
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* Returns golem state needed by processCombatTick.
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*/
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export function buildGolemCombatPipeline(_addLog: (msg: string) => void): {
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activeGolems: ActiveGolem[];
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean };
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} {
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const activeGolems = useCombatStore.getState().golemancy?.activeGolems ?? [];
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const golemApplyDamageToRoom = (dmg: number) => {
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const cs = useCombatStore.getState();
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if (dmg > 0) {
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const newFloorHP = Math.max(0, cs.floorHP - dmg);
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useCombatStore.setState({ floorHP: newFloorHP });
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}
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const roomCleared = useCombatStore.getState().floorHP <= 0;
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return { floorHP: cs.floorHP, floorMaxHP: cs.floorMaxHP, roomCleared };
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};
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return { activeGolems, golemApplyDamageToRoom };
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}
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