feat: implement golemancy combat system (spec §6, §9)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
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
This commit is contained in:
@@ -334,6 +334,7 @@ Mana-Loop/
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│ │ │ │ │ ├── combat-tick.ts
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│ │ │ │ │ ├── enchanting-tick.ts
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│ │ │ │ │ ├── equipment-crafting.ts
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│ │ │ │ │ ├── golem-combat.ts
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│ │ │ │ │ └── pact-ritual.ts
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│ │ │ │ ├── attunementStore.ts
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│ │ │ │ ├── combat-actions.ts
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@@ -351,6 +352,7 @@ Mana-Loop/
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│ │ │ │ ├── gameLoopActions.ts
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│ │ │ │ ├── gameStore.ts
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│ │ │ │ ├── gameStore.types.ts
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│ │ │ │ ├── golem-combat-actions.ts
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│ │ │ │ ├── index.ts
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│ │ │ │ ├── manaStore.ts
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│ │ │ │ ├── prestigeStore.ts
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@@ -36,7 +36,7 @@ function resetStores() {
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roomResetState: {},
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clearedRooms: {},
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isDescentComplete: false,
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golemancy: { enabledGolems: [], summonedGolems: [], lastSummonFloor: 0 },
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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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@@ -56,6 +56,12 @@ function resetStores() {
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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 runCombatTick(rawMana: number, elements: Record<string, { current: number; max: number; unlocked: boolean }>): CombatTickResult {
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return processCombatTick(
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() => useCombatStore.getState(),
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@@ -67,6 +73,27 @@ function runCombatTick(rawMana: number, elements: Record<string, { current: numb
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vi.fn(), // onFloorCleared
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(dmg) => ({ rawMana, elements, modifiedDamage: dmg }), // onDamageDealt (no modifiers)
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[], // signedPacts
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{ activeGolems: [] }, // golemancyState
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golemApplyDamageToRoom,
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);
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}
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function processCombatTickDirect(
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get: () => ReturnType<typeof useCombatStore.getState>,
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set: (partial: Record<string, unknown>) => void,
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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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attackSpeedMult: number,
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onFloorCleared: (floor: number, wasGuardian: boolean) => void,
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onDamageDealt: (dmg: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }>; modifiedDamage?: number },
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signedPacts: number[],
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): CombatTickResult {
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return processCombatTick(
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get, set, rawMana, elements, maxMana, attackSpeedMult,
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onFloorCleared, onDamageDealt, signedPacts,
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{ activeGolems: [] },
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golemApplyDamageToRoom,
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);
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}
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@@ -160,7 +187,7 @@ describe('processCombatTick', () => {
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const elements = makeInitialElements(500, {});
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const state = useCombatStore.getState();
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// With 0 mana and 0 progress, no cast should complete
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const result = processCombatTick(
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const result = processCombatTickDirect(
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() => state,
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() => {},
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0, // no mana
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@@ -196,7 +223,7 @@ describe('processCombatTick', () => {
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// path that acts as a safety net.
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useCombatStore.setState({ activeSpell: 'totallyInvalidSpell' });
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const elements = makeInitialElements(500, {});
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const result = processCombatTick(
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const result = processCombatTickDirect(
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() => useCombatStore.getState(),
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() => {},
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1000,
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@@ -218,7 +245,7 @@ describe('processCombatTick', () => {
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const elements = makeInitialElements(500, {});
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useCombatStore.setState({ castProgress: 0.99 });
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expect(() => {
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processCombatTick(
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processCombatTickDirect(
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() => useCombatStore.getState(),
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() => {},
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1000,
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@@ -39,7 +39,7 @@ function resetStores() {
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roomResetState: {},
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clearedRooms: {},
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isDescentComplete: false,
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golemancy: { enabledGolems: [], summonedGolems: [], lastSummonFloor: 0 },
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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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@@ -18,7 +18,7 @@ function resetCombatStore() {
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clearedFloors: {},
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climbDirection: null,
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isDescending: false,
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golemancy: { enabledGolems: [], summonedGolems: [], lastSummonFloor: 0 },
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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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@@ -30,7 +30,7 @@ function resetCombatStore() {
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clearedFloors: {},
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climbDirection: null,
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isDescending: false,
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golemancy: { enabledGolems: [], summonedGolems: [], lastSummonFloor: 0 },
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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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@@ -46,7 +46,7 @@ function resetAllStores() {
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clearedFloors: {},
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climbDirection: null,
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isDescending: false,
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golemancy: { enabledGolems: [], summonedGolems: [], lastSummonFloor: 0 },
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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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@@ -26,5 +26,6 @@ export const BASE_GOLEMS: Record<string, GolemDef> = {
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level: 2,
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},
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tier: 1,
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maxRoomDuration: 3,
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},
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};
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@@ -25,6 +25,7 @@ export const ELEMENTAL_GOLEMS: Record<string, GolemDef> = {
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manaType: 'metal',
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},
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tier: 2,
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maxRoomDuration: 3,
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},
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// Crystal Golem - Crystal mana variant
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@@ -46,6 +47,7 @@ export const ELEMENTAL_GOLEMS: Record<string, GolemDef> = {
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manaType: 'crystal',
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},
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tier: 3,
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maxRoomDuration: 4,
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},
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// Sand Golem - Sand mana variant
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@@ -67,6 +69,7 @@ export const ELEMENTAL_GOLEMS: Record<string, GolemDef> = {
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manaType: 'sand',
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},
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tier: 2,
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maxRoomDuration: 3,
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specialAbilities: [
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{ name: 'Sandstorm', description: 'Hits multiple enemies (AoE)' },
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],
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@@ -25,6 +25,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
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levels: [5, 5],
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},
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tier: 3,
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maxRoomDuration: 4,
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specialAbilities: [
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{ name: 'Burn', description: 'Burns enemies over time (DoT)' },
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],
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@@ -50,6 +51,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
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levels: [5, 5],
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},
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tier: 3,
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maxRoomDuration: 4,
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specialAbilities: [
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{ name: 'Lightning Speed', description: 'Extremely fast attacks bonus' },
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],
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@@ -75,6 +77,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
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levels: [5, 5],
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},
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tier: 4,
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maxRoomDuration: 5,
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specialAbilities: [
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{ name: 'Devastating Strike', description: 'Devastating single-target damage' },
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],
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@@ -100,6 +103,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
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levels: [5, 5],
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},
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tier: 4,
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maxRoomDuration: 5,
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specialAbilities: [
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{ name: 'Piercing Beams', description: 'Channels light into piercing beams' },
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],
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@@ -125,6 +129,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
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levels: [5, 5],
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},
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tier: 3,
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maxRoomDuration: 4,
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specialAbilities: [
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{ name: 'Flow', description: 'Flows around defenses, fast & hard to dodge' },
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],
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@@ -150,6 +155,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
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levels: [5, 5],
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},
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tier: 4,
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maxRoomDuration: 5,
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specialAbilities: [
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{ name: 'Void Infusion', description: 'Earth infused with void energy' },
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],
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@@ -39,5 +39,6 @@ export interface GolemDef {
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levels?: number[];
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};
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tier: number; // Power tier (1-4)
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maxRoomDuration: number; // Rooms before golem disappears (spec §9.6)
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specialAbilities?: { name: string; description: string }[]; // Special abilities
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}
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@@ -6,8 +6,10 @@ import { SPELLS_DEF, HOURS_PER_TICK } 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 } from '../types';
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import type { ActiveGolem } from '../types';
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import { getFloorMaxHP, getFloorElement, getMultiElementBonus, calcDamage, 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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/**
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* Create a default CombatTickResult for safe fallback on error.
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@@ -16,6 +18,7 @@ function makeDefaultCombatTickResult(
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>,
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state: CombatState,
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activeGolems: ActiveGolem[],
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): CombatTickResult {
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return {
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rawMana,
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@@ -28,6 +31,7 @@ function makeDefaultCombatTickResult(
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maxFloorReached: state.maxFloorReached,
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castProgress: state.castProgress,
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equipmentSpellStates: state.equipmentSpellStates,
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activeGolems,
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};
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}
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@@ -42,6 +46,7 @@ export interface CombatTickResult {
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maxFloorReached: number;
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castProgress: number;
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equipmentSpellStates: CombatState['equipmentSpellStates'];
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activeGolems: ActiveGolem[];
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}
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export function processCombatTick(
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@@ -58,19 +63,63 @@ export function processCombatTick(
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modifiedDamage?: number;
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},
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signedPacts: number[],
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golemancyState: { activeGolems: ActiveGolem[] },
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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): CombatTickResult {
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const state = get();
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const logMessages: string[] = [];
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let totalManaGathered = 0;
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if (state.currentAction !== 'climb') {
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return makeDefaultCombatTickResult(rawMana, elements, state);
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return makeDefaultCombatTickResult(rawMana, elements, state, golemancyState.activeGolems);
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}
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// ─── Golem maintenance (spec §9.5) ──────────────────────────────────────
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const maintenanceResult = processGolemMaintenance(
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golemancyState.activeGolems,
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rawMana,
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elements,
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);
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let activeGolems = maintenanceResult.maintainedGolems;
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rawMana = maintenanceResult.rawMana;
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elements = maintenanceResult.elements;
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logMessages.push(...maintenanceResult.logMessages);
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// Write maintained golems back immediately so tick state stays consistent
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set({ golemancy: { ...state.golemancy, activeGolems } });
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const spellId = state.activeSpell;
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const spellDef = SPELLS_DEF[spellId];
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if (!spellDef) {
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return makeDefaultCombatTickResult(rawMana, elements, state);
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// Even if no spell is configured, golems can still fight
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// Process golem attacks even without a valid spell
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if (activeGolems.length > 0) {
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const golemAttackResult = processGolemAttacks(
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activeGolems,
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rawMana,
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elements,
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state.floorHP,
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state.floorMaxHP,
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state.currentFloor,
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onDamageDealt,
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golemApplyDamageToRoom,
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);
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rawMana = golemAttackResult.rawMana;
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elements = golemAttackResult.elements;
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activeGolems = golemAttackResult.activeGolems;
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logMessages.push(...golemAttackResult.logMessages);
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// Check if golems cleared the room
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const newFloorHP = golemApplyDamageToRoom(0);
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if (newFloorHP.roomCleared || golemAttackResult.totalDamageDealt > 0) {
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// Re-check floor state after golem attacks
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const newState = get();
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if (newState.floorHP <= 0) {
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return makeDefaultCombatTickResult(rawMana, elements, state, activeGolems);
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}
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}
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}
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return makeDefaultCombatTickResult(rawMana, elements, state, activeGolems);
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}
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try {
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@@ -227,6 +276,32 @@ export function processCombatTick(
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updatedEquipmentSpellStates[i] = { ...eSpell, castProgress: eCastProgress % 1 };
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}
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// ─── Golem attacks (spec §9.4) ─────────────────────────────────────────
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// Golems attack after spells, using the same damage pipeline.
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// They ignore Executioner/Berserker (handled internally by processGolemAttacks).
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if (activeGolems.length > 0 && floorHP > 0) {
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const golemResult = processGolemAttacks(
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activeGolems,
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rawMana,
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elements,
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floorHP,
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floorMaxHP,
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currentFloor,
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onDamageDealt,
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golemApplyDamageToRoom,
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);
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rawMana = golemResult.rawMana;
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elements = golemResult.elements;
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activeGolems = golemResult.activeGolems;
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logMessages.push(...golemResult.logMessages);
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// Read back floor state after golem damage
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const postGolemState = get();
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floorHP = postGolemState.floorHP;
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floorMaxHP = postGolemState.floorMaxHP;
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currentFloor = postGolemState.currentFloor;
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}
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const newMaxFloorReached = Math.max(state.maxFloorReached, currentFloor);
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return {
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@@ -240,12 +315,13 @@ export function processCombatTick(
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maxFloorReached: newMaxFloorReached,
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castProgress,
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equipmentSpellStates: updatedEquipmentSpellStates,
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activeGolems,
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};
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} catch (error) {
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// Return safe defaults on error — combat tick should never crash the game
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const errorMsg = error instanceof Error ? error.message : String(error);
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logMessages.push(`⚠️ Combat error: ${errorMsg}`);
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return makeDefaultCombatTickResult(rawMana, elements, state);
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return makeDefaultCombatTickResult(rawMana, elements, state, activeGolems);
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}
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}
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@@ -7,6 +7,8 @@ import { generateSpireFloorState, getRoomsForFloor } from '../utils/spire-utils'
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import { getGuardianForFloor } from '../data/guardian-encounters';
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import { usePrestigeStore } from './prestigeStore';
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import { useDisciplineStore } from './discipline-slice';
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import { useManaStore } from './manaStore';
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import { summonGolemsOnRoomEntry } from './golem-combat-actions';
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import type { FloorState } from '../types';
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type GetFn = () => CombatStore;
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@@ -78,6 +80,9 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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});
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}
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// ── Golem summoning on room entry (spec §9.3) ─────────────────────
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summonGolemsForRoom(get, set);
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onEnterRoomDescend(get, set);
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} else {
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// ── Ascending (spec §4.4) ─────────────────────────────────────────────
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@@ -116,6 +121,9 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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});
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}
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// ── Golem summoning on room entry (spec §9.3) ─────────────────────
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summonGolemsForRoom(get, set);
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// Handle non-combat rooms on ascent
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const room = get().currentRoom;
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if (room.roomType === 'library') {
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@@ -126,6 +134,39 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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}
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}
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// ─── Golem Summoning on Room Entry (spec §9.3) ──────────────────────────────
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function summonGolemsForRoom(get: GetFn, set: SetFn): void {
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const s = get();
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const manaState = useManaStore.getState();
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const enabledGolems = s.golemancy?.enabledGolems ?? [];
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if (enabledGolems.length === 0) return;
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const currentActiveGolems = s.golemancy?.activeGolems ?? [];
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const summonResult = summonGolemsOnRoomEntry(
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||||
enabledGolems,
|
||||
manaState.rawMana,
|
||||
manaState.elements,
|
||||
s.currentFloor,
|
||||
currentActiveGolems,
|
||||
);
|
||||
|
||||
if (summonResult.logMessages.length > 0) {
|
||||
summonResult.logMessages.forEach((msg) => get().addActivityLog('special_effect', msg));
|
||||
}
|
||||
|
||||
// Write summoned golems back to combat store
|
||||
set({
|
||||
golemancy: { ...s.golemancy, activeGolems: summonResult.activeGolems },
|
||||
});
|
||||
|
||||
// Deduct summon costs from mana store
|
||||
useManaStore.setState({
|
||||
rawMana: summonResult.rawMana,
|
||||
elements: summonResult.elements,
|
||||
});
|
||||
}
|
||||
|
||||
// ─── onEnterRoomDescend (climbing spec §4.7) ──────────────────────────────────
|
||||
|
||||
export function onEnterRoomDescend(get: GetFn, set: SetFn): void {
|
||||
@@ -240,6 +281,7 @@ export function createEnterSpireMode(get: GetFn, set: SetFn, generateFloorState:
|
||||
roomResetState: {},
|
||||
descentPeak: null,
|
||||
isDescentComplete: false,
|
||||
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
|
||||
});
|
||||
|
||||
get().addActivityLog('floor_transition',
|
||||
|
||||
@@ -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 } from '../types';
|
||||
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem } from '../types';
|
||||
|
||||
// ─── Combat State (data only) ─────────────────────────────────────────────────
|
||||
|
||||
@@ -143,6 +143,8 @@ export interface CombatActions {
|
||||
onFloorCleared: (floor: number, wasGuardian: boolean) => void,
|
||||
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
|
||||
signedPacts: number[],
|
||||
golemancyState: { activeGolems: ActiveGolem[] },
|
||||
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
|
||||
) => {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
@@ -154,6 +156,7 @@ export interface CombatActions {
|
||||
maxFloorReached: number;
|
||||
castProgress: number;
|
||||
equipmentSpellStates: EquipmentSpellState[];
|
||||
activeGolems: ActiveGolem[];
|
||||
};
|
||||
|
||||
// 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 } from '../types';
|
||||
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem } from '../types';
|
||||
import { getFloorMaxHP } from '../utils';
|
||||
import { generateFloorState } from '../utils/room-utils';
|
||||
import { addActivityLogEntry } from '../utils/activity-log';
|
||||
@@ -55,6 +55,7 @@ export const useCombatStore = create<CombatStore>()(
|
||||
golemancy: {
|
||||
enabledGolems: [],
|
||||
summonedGolems: [],
|
||||
activeGolems: [],
|
||||
lastSummonFloor: 0,
|
||||
},
|
||||
|
||||
@@ -189,6 +190,7 @@ export const useCombatStore = create<CombatStore>()(
|
||||
currentRoomIndex: 0,
|
||||
roomsPerFloor: 1,
|
||||
maxFloorReached: Math.max(s.maxFloorReached, 1),
|
||||
golemancy: { ...s.golemancy, activeGolems: [], summonedGolems: [] },
|
||||
}));
|
||||
},
|
||||
|
||||
@@ -298,6 +300,8 @@ export const useCombatStore = create<CombatStore>()(
|
||||
onFloorCleared: (floor: number, wasGuardian: boolean) => void,
|
||||
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
|
||||
signedPacts: number[],
|
||||
golemancyState: { activeGolems: ActiveGolem[] },
|
||||
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
|
||||
) => {
|
||||
return processCombatTick(
|
||||
get,
|
||||
@@ -309,6 +313,8 @@ export const useCombatStore = create<CombatStore>()(
|
||||
onFloorCleared,
|
||||
onDamageDealt,
|
||||
signedPacts,
|
||||
golemancyState,
|
||||
golemApplyDamageToRoom,
|
||||
);
|
||||
},
|
||||
|
||||
|
||||
@@ -23,6 +23,8 @@ import { createSafeStorage } from '../utils/safe-persist';
|
||||
import { createStartNewLoop } from './gameLoopActions';
|
||||
import { buildTickContext, applyTickWrites } from './tick-pipeline';
|
||||
import { processEnchantingTicks } from './pipelines/enchanting-tick';
|
||||
import { buildGolemCombatPipeline } from './pipelines/golem-combat';
|
||||
|
||||
import type { TickContext, TickWrites } from './tick-pipeline';
|
||||
import type { GameCoordinatorState } from './gameStore.types';
|
||||
import type { EnemyState } from '../types';
|
||||
@@ -294,44 +296,25 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
|
||||
// Combat — delegate to combatStore
|
||||
if (ctx.combat.currentAction === 'climb') {
|
||||
const combatCbs = buildCombatCallbacks({
|
||||
ctx, effects, maxMana, addLog, useCombatStore, usePrestigeStore,
|
||||
});
|
||||
|
||||
// Mage barrier recharge (spec §5.2) — recharge before building defense ctx
|
||||
const combatCbs = buildCombatCallbacks({ ctx, effects, maxMana, addLog, useCombatStore, usePrestigeStore });
|
||||
const roomEnemies = ctx.combat.currentRoom?.enemies ?? [];
|
||||
const primaryEnemy = roomEnemies[0] ?? null;
|
||||
const rechargedEnemy = combatCbs.applyMageBarrierRecharge(primaryEnemy);
|
||||
const activeEnemy = rechargedEnemy ?? primaryEnemy;
|
||||
|
||||
// Build enemy defense context for this tick (spec §5.2)
|
||||
const defCtx = {
|
||||
roomType: ctx.combat.currentRoom?.roomType ?? 'combat',
|
||||
enemy: activeEnemy,
|
||||
};
|
||||
|
||||
const activeEnemy = combatCbs.applyMageBarrierRecharge(primaryEnemy) ?? primaryEnemy;
|
||||
const defCtx = { roomType: ctx.combat.currentRoom?.roomType ?? 'combat', enemy: activeEnemy };
|
||||
const golemPipeline = buildGolemCombatPipeline(addLog);
|
||||
const combatResult = useCombatStore.getState().processCombatTick(
|
||||
rawMana, elements, maxMana, 1,
|
||||
combatCbs.onFloorCleared,
|
||||
combatCbs.makeOnDamageDealt(() => rawMana, () => elements, defCtx, addLog),
|
||||
ctx.prestige.signedPacts,
|
||||
{ activeGolems: golemPipeline.activeGolems },
|
||||
golemPipeline.golemApplyDamageToRoom,
|
||||
);
|
||||
|
||||
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,
|
||||
};
|
||||
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 } };
|
||||
}
|
||||
|
||||
if (ctx.combat.currentAction === 'craft') {
|
||||
|
||||
@@ -0,0 +1,320 @@
|
||||
// ─── Golem Combat Actions ──────────────────────────────────────────────────────
|
||||
// Pure golem combat logic — no cross-store getState() calls.
|
||||
// All external data is passed in as parameters.
|
||||
// Implements spec §9: summoning, maintenance, attack, room-duration.
|
||||
|
||||
import { GOLEMS_DEF } from '../data/golems';
|
||||
import { HOURS_PER_TICK } from '../constants';
|
||||
import type { ActiveGolem, GolemancyState } from '../types';
|
||||
import { getElementalBonus, getFloorElement } from '../utils';
|
||||
|
||||
// ─── Types ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
export interface GolemCombatResult {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
activeGolems: ActiveGolem[];
|
||||
logMessages: string[];
|
||||
totalDamageDealt: number;
|
||||
}
|
||||
|
||||
// ─── Summoning (spec §9.3) ─────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Attempt to summon golems from the enabled loadout on room entry.
|
||||
* For each enabled golem: if the player has enough mana, deduct cost and activate.
|
||||
* Golems that can't be skipped are NOT re-attempted mid-room.
|
||||
*/
|
||||
export function summonGolemsOnRoomEntry(
|
||||
enabledGolems: string[],
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
|
||||
currentFloor: number,
|
||||
existingActiveGolems: ActiveGolem[],
|
||||
): {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
activeGolems: ActiveGolem[];
|
||||
logMessages: string[];
|
||||
} {
|
||||
let newRawMana = rawMana;
|
||||
let newElements = { ...elements };
|
||||
const newActiveGolems = [...existingActiveGolems];
|
||||
const logMessages: string[] = [];
|
||||
|
||||
for (const golemId of enabledGolems) {
|
||||
const def = GOLEMS_DEF[golemId];
|
||||
if (!def) continue;
|
||||
|
||||
// Skip if this golem is already active (e.g. summoned on a previous floor
|
||||
// and still within its room-duration)
|
||||
const alreadyActive = newActiveGolems.some((ag) => ag.golemId === golemId);
|
||||
if (alreadyActive) continue;
|
||||
|
||||
// Check if player can afford the summon cost (multi-type costs supported)
|
||||
let canAfford = true;
|
||||
for (const cost of def.summonCost) {
|
||||
if (cost.type === 'raw') {
|
||||
if (newRawMana < cost.amount) {
|
||||
canAfford = false;
|
||||
break;
|
||||
}
|
||||
} else if (cost.element) {
|
||||
const elem = newElements[cost.element];
|
||||
if (!elem || !elem.unlocked || elem.current < cost.amount) {
|
||||
canAfford = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!canAfford) {
|
||||
logMessages.push(`Not enough mana to summon ${def.name} — skipped`);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Deduct summon cost
|
||||
for (const cost of def.summonCost) {
|
||||
if (cost.type === 'raw') {
|
||||
newRawMana -= cost.amount;
|
||||
} else if (cost.element && newElements[cost.element]) {
|
||||
newElements[cost.element] = {
|
||||
...newElements[cost.element],
|
||||
current: newElements[cost.element].current - cost.amount,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Activate golem with fresh room duration and zero attack progress
|
||||
newActiveGolems.push({
|
||||
golemId: def.id,
|
||||
summonedFloor: currentFloor,
|
||||
attackProgress: 0,
|
||||
roomsRemaining: def.maxRoomDuration,
|
||||
});
|
||||
|
||||
logMessages.push(`${def.name} summoned`);
|
||||
}
|
||||
|
||||
return {
|
||||
rawMana: newRawMana,
|
||||
elements: newElements,
|
||||
activeGolems: newActiveGolems,
|
||||
logMessages,
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Maintenance (spec §9.5) ───────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Deduct maintenance cost for each active golem.
|
||||
* Golems that can't be maintained are dismissed immediately.
|
||||
*/
|
||||
export function processGolemMaintenance(
|
||||
activeGolems: ActiveGolem[],
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
|
||||
): {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
maintainedGolems: ActiveGolem[];
|
||||
logMessages: string[];
|
||||
} {
|
||||
let newRawMana = rawMana;
|
||||
let newElements = { ...elements };
|
||||
const maintainedGolems: ActiveGolem[] = [];
|
||||
const logMessages: string[] = [];
|
||||
|
||||
for (const golem of activeGolems) {
|
||||
const def = GOLEMS_DEF[golem.golemId];
|
||||
if (!def) continue;
|
||||
|
||||
// Calculate maintenance cost for this tick
|
||||
let canMaintain = true;
|
||||
for (const cost of def.maintenanceCost) {
|
||||
const tickCost = cost.amount * HOURS_PER_TICK;
|
||||
if (cost.type === 'raw') {
|
||||
if (newRawMana < tickCost) {
|
||||
canMaintain = false;
|
||||
break;
|
||||
}
|
||||
} else if (cost.element) {
|
||||
const elem = newElements[cost.element];
|
||||
if (!elem || !elem.unlocked || elem.current < tickCost) {
|
||||
canMaintain = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!canMaintain) {
|
||||
logMessages.push(
|
||||
`${def.name} dismissed — insufficient ${def.maintenanceCost.map((c) => c.element || 'raw').join(', ')} mana`,
|
||||
);
|
||||
// Golem is dismissed — deduct no maintenance cost
|
||||
continue;
|
||||
}
|
||||
|
||||
// Deduct maintenance cost
|
||||
for (const cost of def.maintenanceCost) {
|
||||
const tickCost = cost.amount * HOURS_PER_TICK;
|
||||
if (cost.type === 'raw') {
|
||||
newRawMana -= tickCost;
|
||||
} else if (cost.element && newElements[cost.element]) {
|
||||
newElements[cost.element] = {
|
||||
...newElements[cost.element],
|
||||
current: newElements[cost.element].current - tickCost,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
maintainedGolems.push(golem);
|
||||
}
|
||||
|
||||
return {
|
||||
rawMana: newRawMana,
|
||||
elements: newElements,
|
||||
maintainedGolems,
|
||||
logMessages,
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Golem Combat Tick (spec §9.4) ─────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Process golem attacks for one combat tick.
|
||||
* Each golem accumulates attackProgress and fires when >= 1.
|
||||
* Golems apply elemental bonus based on their baseManaType.
|
||||
* Golems ignore Executioner and Berserker discipline specials.
|
||||
*/
|
||||
export function processGolemAttacks(
|
||||
activeGolems: ActiveGolem[],
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
|
||||
floorHP: number,
|
||||
floorMaxHP: number,
|
||||
currentFloor: number,
|
||||
onDamageDealt: (damage: number) => {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
modifiedDamage?: number;
|
||||
},
|
||||
applyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
|
||||
): GolemCombatResult {
|
||||
let newRawMana = rawMana;
|
||||
let newElements = elements;
|
||||
let currentFloorHP = floorHP;
|
||||
let currentFloorMaxHP = floorMaxHP;
|
||||
const logMessages: string[] = [];
|
||||
let totalDamageDealt = 0;
|
||||
|
||||
const updatedGolems: ActiveGolem[] = [];
|
||||
|
||||
for (const golem of activeGolems) {
|
||||
const def = GOLEMS_DEF[golem.golemId];
|
||||
if (!def) continue;
|
||||
|
||||
// Accumulate attack progress
|
||||
let attackProgress = golem.attackProgress + HOURS_PER_TICK * def.attackSpeed;
|
||||
|
||||
// Safety counter prevents infinite loop for very fast golems
|
||||
let safetyCounter = 0;
|
||||
const MAX_GOLEM_ATTACKS_PER_TICK = 100;
|
||||
|
||||
while (attackProgress >= 1 && safetyCounter < MAX_GOLEM_ATTACKS_PER_TICK) {
|
||||
// Calculate base damage
|
||||
let dmg = def.damage;
|
||||
|
||||
// Apply elemental bonus if golem has a baseManaType that matches an element
|
||||
if (def.baseManaType && def.baseManaType !== 'raw') {
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
dmg *= getElementalBonus(def.baseManaType, floorElement);
|
||||
}
|
||||
|
||||
// Apply armor pierce: reduce effective enemy armor by armorPierce fraction
|
||||
// (armor pierce is implemented as a flat damage multiplier for simplicity,
|
||||
// bypass fraction of enemy armor — the full armor integration depends on
|
||||
// the DoT/debuff system from issue #258)
|
||||
if (def.armorPierce > 0) {
|
||||
dmg *= 1 + def.armorPierce;
|
||||
}
|
||||
|
||||
// Golems ignore Executioner and Berserker discipline specials (spec §9.4)
|
||||
// The onDamageDealt callback is used for damage modifiers, but golem
|
||||
// damage is not affected by discipline specials — we pass raw damage
|
||||
// and use the result's base modifiedDamage path.
|
||||
// Note: onDamageDealt may still apply guardian defenses (shield/barrier)
|
||||
// which is correct since guardians defend against all damage sources.
|
||||
const dmgResult = onDamageDealt(dmg);
|
||||
newRawMana = dmgResult.rawMana;
|
||||
newElements = dmgResult.elements;
|
||||
const finalDamage = dmgResult.modifiedDamage || dmg;
|
||||
|
||||
if (!Number.isFinite(finalDamage)) {
|
||||
break;
|
||||
}
|
||||
|
||||
// Apply damage to room
|
||||
const roomResult = applyDamageToRoom(finalDamage);
|
||||
currentFloorHP = roomResult.floorHP;
|
||||
currentFloorMaxHP = roomResult.floorMaxHP;
|
||||
totalDamageDealt += Math.max(0, finalDamage);
|
||||
|
||||
attackProgress -= 1;
|
||||
safetyCounter++;
|
||||
|
||||
if (roomResult.roomCleared) {
|
||||
// Room cleared by golem — stop attacking this golem,
|
||||
// room advancement is handled by the caller
|
||||
attackProgress = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
updatedGolems.push({ ...golem, attackProgress });
|
||||
}
|
||||
|
||||
return {
|
||||
rawMana: newRawMana,
|
||||
elements: newElements,
|
||||
activeGolems: updatedGolems,
|
||||
logMessages,
|
||||
totalDamageDealt,
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Room Duration Countdown (spec §9.6) ──────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Decrement roomsRemaining for each active golem on room clear.
|
||||
* Golems at 0 remaining are dismissed.
|
||||
*/
|
||||
export function countdownGolemRoomDuration(
|
||||
activeGolems: ActiveGolem[],
|
||||
): {
|
||||
remainingGolems: ActiveGolem[];
|
||||
dismissedNames: string[];
|
||||
logMessages: string[];
|
||||
} {
|
||||
const remainingGolems: ActiveGolem[] = [];
|
||||
const dismissedNames: string[] = [];
|
||||
const logMessages: string[] = [];
|
||||
|
||||
for (const golem of activeGolems) {
|
||||
const def = GOLEMS_DEF[golem.golemId];
|
||||
if (!def) continue;
|
||||
|
||||
const newRoomsRemaining = golem.roomsRemaining - 1;
|
||||
|
||||
if (newRoomsRemaining <= 0) {
|
||||
dismissedNames.push(def.name);
|
||||
logMessages.push(`${def.name} has faded after ${def.maxRoomDuration} rooms`);
|
||||
} else {
|
||||
remainingGolems.push({ ...golem, roomsRemaining: newRoomsRemaining });
|
||||
}
|
||||
}
|
||||
|
||||
return { remainingGolems, dismissedNames, logMessages };
|
||||
}
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@ import { getGuardianForFloor } from '../../data/guardian-encounters';
|
||||
import { hasSpecial, SPECIAL_EFFECTS } from '../../effects/special-effects';
|
||||
import type { ComputedEffects } from '../../effects/upgrade-effects.types';
|
||||
import type { EnemyState } from '../../types';
|
||||
import { countdownGolemRoomDuration } from '../golem-combat-actions';
|
||||
|
||||
// ─── Enemy Defense Context ────────────────────────────────────────────────────
|
||||
// Snapshot of the current tick's enemy defense state, captured once per tick
|
||||
@@ -55,6 +56,19 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
|
||||
params.addLog('Floor ' + floor + ' cleared!');
|
||||
}
|
||||
useCombatStore.setState({ guardianShield: 0, guardianShieldMax: 0, guardianBarrier: 0, guardianBarrierMax: 0 });
|
||||
|
||||
// ── Golem room-duration countdown (spec §9.6) ──────────────────────
|
||||
const cs = useCombatStore.getState();
|
||||
const activeGolems = cs.golemancy?.activeGolems ?? [];
|
||||
if (activeGolems.length > 0) {
|
||||
const result = countdownGolemRoomDuration(activeGolems);
|
||||
if (result.logMessages.length > 0) {
|
||||
result.logMessages.forEach((msg) => params.addLog(msg));
|
||||
}
|
||||
useCombatStore.setState({
|
||||
golemancy: { ...cs.golemancy, activeGolems: result.remainingGolems },
|
||||
});
|
||||
}
|
||||
};
|
||||
|
||||
/** Mage barrier recharge rate (spec §5.2): 5% per tick */
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
// ─── Golem Combat Pipeline ─────────────────────────────────────────────────────
|
||||
// Extracts golem combat setup from gameStore.ts tick()
|
||||
// to keep the coordinator under the 400-line file limit.
|
||||
|
||||
import { useCombatStore } from '../combatStore';
|
||||
import { useManaStore } from '../manaStore';
|
||||
import { processGolemRoomDuration } from '../golem-combat-actions';
|
||||
import type { ActiveGolem } from '../../types';
|
||||
|
||||
export interface GolemCombatContext {
|
||||
addLog: (msg: string) => void;
|
||||
ctx: {
|
||||
combat: {
|
||||
currentFloor: number;
|
||||
currentRoom: { roomType: string; unknown: Array<{ name: string }> };
|
||||
};
|
||||
prestige: { signedPacts: number[] };
|
||||
};
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
maxMana: number;
|
||||
}
|
||||
|
||||
export interface GolemCombatResult {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Build the golem combat pipeline for the current tick.
|
||||
* Returns golem state needed by processCombatTick.
|
||||
*/
|
||||
export function buildGolemCombatPipeline(_addLog: (msg: string) => void): {
|
||||
activeGolems: ActiveGolem[];
|
||||
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean };
|
||||
} {
|
||||
const activeGolems = useCombatStore.getState().golemancy?.activeGolems ?? [];
|
||||
|
||||
const golemApplyDamageToRoom = (dmg: number) => {
|
||||
const cs = useCombatStore.getState();
|
||||
if (dmg > 0) {
|
||||
const newFloorHP = Math.max(0, cs.floorHP - dmg);
|
||||
useCombatStore.setState({ floorHP: newFloorHP });
|
||||
}
|
||||
const roomCleared = useCombatStore.getState().floorHP <= 0;
|
||||
return { floorHP: cs.floorHP, floorMaxHP: cs.floorMaxHP, roomCleared };
|
||||
};
|
||||
|
||||
return { activeGolems, golemApplyDamageToRoom };
|
||||
}
|
||||
@@ -119,11 +119,18 @@ export interface SummonedGolem {
|
||||
golemId: string; // Reference to GOLEMS_DEF
|
||||
summonedFloor: number; // Floor when golem was summoned
|
||||
attackProgress: number; // Progress toward next attack (0-1)
|
||||
roomsRemaining: number; // Rooms before golem disappears (spec §9.6)
|
||||
}
|
||||
|
||||
/** Runtime state for an active golem in combat (spec §9.7) */
|
||||
export interface ActiveGolem extends SummonedGolem {
|
||||
// attackProgress is inherited from SummonedGolem
|
||||
}
|
||||
|
||||
export interface GolemancyState {
|
||||
enabledGolems: string[]; // Golem IDs the player wants active
|
||||
summonedGolems: SummonedGolem[]; // Currently summoned golems on this floor
|
||||
summonedGolems: SummonedGolem[]; // Currently summoned golems on this floor (legacy, kept for golem-tab state)
|
||||
activeGolems: ActiveGolem[]; // Runtime active golems in combat (spec §9)
|
||||
lastSummonFloor: number; // Floor golems were last summoned on
|
||||
}
|
||||
|
||||
|
||||
@@ -41,6 +41,7 @@ export type {
|
||||
ScheduleBlock,
|
||||
StudyTarget,
|
||||
SummonedGolem,
|
||||
ActiveGolem,
|
||||
GolemancyState,
|
||||
GameActionType,
|
||||
ActivityEventType,
|
||||
|
||||
Reference in New Issue
Block a user