feat: implement golemancy combat system (spec §6, §9)
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- 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:
2026-06-03 15:40:39 +02:00
parent 7c0e740226
commit a2cdf6d21c
20 changed files with 583 additions and 41 deletions
+2
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@@ -334,6 +334,7 @@ Mana-Loop/
│ │ │ │ │ ├── combat-tick.ts
│ │ │ │ │ ├── enchanting-tick.ts
│ │ │ │ │ ├── equipment-crafting.ts
│ │ │ │ │ ├── golem-combat.ts
│ │ │ │ │ └── pact-ritual.ts
│ │ │ │ ├── attunementStore.ts
│ │ │ │ ├── combat-actions.ts
@@ -351,6 +352,7 @@ Mana-Loop/
│ │ │ │ ├── gameLoopActions.ts
│ │ │ │ ├── gameStore.ts
│ │ │ │ ├── gameStore.types.ts
│ │ │ │ ├── golem-combat-actions.ts
│ │ │ │ ├── index.ts
│ │ │ │ ├── manaStore.ts
│ │ │ │ ├── prestigeStore.ts
+31 -4
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@@ -36,7 +36,7 @@ function resetStores() {
roomResetState: {},
clearedRooms: {},
isDescentComplete: false,
golemancy: { enabledGolems: [], summonedGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
@@ -56,6 +56,12 @@ function resetStores() {
useDisciplineStore.setState({ disciplines: {}, activeIds: [], concurrentLimit: 1, totalXP: 0, processedPerks: [] });
}
function golemApplyDamageToRoom(dmg: number): { floorHP: number; floorMaxHP: number; roomCleared: boolean } {
const cs = useCombatStore.getState();
const newFloorHP = Math.max(0, cs.floorHP - dmg);
return { floorHP: newFloorHP, floorMaxHP: cs.floorMaxHP, roomCleared: newFloorHP <= 0 };
}
function runCombatTick(rawMana: number, elements: Record<string, { current: number; max: number; unlocked: boolean }>): CombatTickResult {
return processCombatTick(
() => useCombatStore.getState(),
@@ -67,6 +73,27 @@ function runCombatTick(rawMana: number, elements: Record<string, { current: numb
vi.fn(), // onFloorCleared
(dmg) => ({ rawMana, elements, modifiedDamage: dmg }), // onDamageDealt (no modifiers)
[], // signedPacts
{ activeGolems: [] }, // golemancyState
golemApplyDamageToRoom,
);
}
function processCombatTickDirect(
get: () => ReturnType<typeof useCombatStore.getState>,
set: (partial: Record<string, unknown>) => void,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
maxMana: number,
attackSpeedMult: number,
onFloorCleared: (floor: number, wasGuardian: boolean) => void,
onDamageDealt: (dmg: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }>; modifiedDamage?: number },
signedPacts: number[],
): CombatTickResult {
return processCombatTick(
get, set, rawMana, elements, maxMana, attackSpeedMult,
onFloorCleared, onDamageDealt, signedPacts,
{ activeGolems: [] },
golemApplyDamageToRoom,
);
}
@@ -160,7 +187,7 @@ describe('processCombatTick', () => {
const elements = makeInitialElements(500, {});
const state = useCombatStore.getState();
// With 0 mana and 0 progress, no cast should complete
const result = processCombatTick(
const result = processCombatTickDirect(
() => state,
() => {},
0, // no mana
@@ -196,7 +223,7 @@ describe('processCombatTick', () => {
// path that acts as a safety net.
useCombatStore.setState({ activeSpell: 'totallyInvalidSpell' });
const elements = makeInitialElements(500, {});
const result = processCombatTick(
const result = processCombatTickDirect(
() => useCombatStore.getState(),
() => {},
1000,
@@ -218,7 +245,7 @@ describe('processCombatTick', () => {
const elements = makeInitialElements(500, {});
useCombatStore.setState({ castProgress: 0.99 });
expect(() => {
processCombatTick(
processCombatTickDirect(
() => useCombatStore.getState(),
() => {},
1000,
@@ -39,7 +39,7 @@ function resetStores() {
roomResetState: {},
clearedRooms: {},
isDescentComplete: false,
golemancy: { enabledGolems: [], summonedGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
@@ -18,7 +18,7 @@ function resetCombatStore() {
clearedFloors: {},
climbDirection: null,
isDescending: false,
golemancy: { enabledGolems: [], summonedGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
+1 -1
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@@ -30,7 +30,7 @@ function resetCombatStore() {
clearedFloors: {},
climbDirection: null,
isDescending: false,
golemancy: { enabledGolems: [], summonedGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
@@ -46,7 +46,7 @@ function resetAllStores() {
clearedFloors: {},
climbDirection: null,
isDescending: false,
golemancy: { enabledGolems: [], summonedGolems: [], lastSummonFloor: 0 },
golemancy: { enabledGolems: [], summonedGolems: [], activeGolems: [], lastSummonFloor: 0 },
equipmentSpellStates: [],
comboHitCount: 0,
floorHitCount: 0,
+1
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@@ -26,5 +26,6 @@ export const BASE_GOLEMS: Record<string, GolemDef> = {
level: 2,
},
tier: 1,
maxRoomDuration: 3,
},
};
@@ -25,6 +25,7 @@ export const ELEMENTAL_GOLEMS: Record<string, GolemDef> = {
manaType: 'metal',
},
tier: 2,
maxRoomDuration: 3,
},
// Crystal Golem - Crystal mana variant
@@ -46,6 +47,7 @@ export const ELEMENTAL_GOLEMS: Record<string, GolemDef> = {
manaType: 'crystal',
},
tier: 3,
maxRoomDuration: 4,
},
// Sand Golem - Sand mana variant
@@ -67,6 +69,7 @@ export const ELEMENTAL_GOLEMS: Record<string, GolemDef> = {
manaType: 'sand',
},
tier: 2,
maxRoomDuration: 3,
specialAbilities: [
{ name: 'Sandstorm', description: 'Hits multiple enemies (AoE)' },
],
@@ -25,6 +25,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
levels: [5, 5],
},
tier: 3,
maxRoomDuration: 4,
specialAbilities: [
{ name: 'Burn', description: 'Burns enemies over time (DoT)' },
],
@@ -50,6 +51,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
levels: [5, 5],
},
tier: 3,
maxRoomDuration: 4,
specialAbilities: [
{ name: 'Lightning Speed', description: 'Extremely fast attacks bonus' },
],
@@ -75,6 +77,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
levels: [5, 5],
},
tier: 4,
maxRoomDuration: 5,
specialAbilities: [
{ name: 'Devastating Strike', description: 'Devastating single-target damage' },
],
@@ -100,6 +103,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
levels: [5, 5],
},
tier: 4,
maxRoomDuration: 5,
specialAbilities: [
{ name: 'Piercing Beams', description: 'Channels light into piercing beams' },
],
@@ -125,6 +129,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
levels: [5, 5],
},
tier: 3,
maxRoomDuration: 4,
specialAbilities: [
{ name: 'Flow', description: 'Flows around defenses, fast & hard to dodge' },
],
@@ -150,6 +155,7 @@ export const HYBRID_GOLEMS: Record<string, GolemDef> = {
levels: [5, 5],
},
tier: 4,
maxRoomDuration: 5,
specialAbilities: [
{ name: 'Void Infusion', description: 'Earth infused with void energy' },
],
+1
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@@ -39,5 +39,6 @@ export interface GolemDef {
levels?: number[];
};
tier: number; // Power tier (1-4)
maxRoomDuration: number; // Rooms before golem disappears (spec §9.6)
specialAbilities?: { name: string; description: string }[]; // Special abilities
}
+79 -3
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@@ -6,8 +6,10 @@ import { SPELLS_DEF, HOURS_PER_TICK } from '../constants';
import { getGuardianForFloor } from '../data/guardian-encounters';
import type { CombatStore, CombatState } from './combat-state.types';
import type { SpellState } from '../types';
import type { ActiveGolem } from '../types';
import { getFloorMaxHP, getFloorElement, getMultiElementBonus, calcDamage, canAffordSpellCost, deductSpellCost } from '../utils';
import { computeDisciplineEffects } from '../effects/discipline-effects';
import { processGolemMaintenance, processGolemAttacks } from './golem-combat-actions';
/**
* Create a default CombatTickResult for safe fallback on error.
@@ -16,6 +18,7 @@ function makeDefaultCombatTickResult(
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
state: CombatState,
activeGolems: ActiveGolem[],
): CombatTickResult {
return {
rawMana,
@@ -28,6 +31,7 @@ function makeDefaultCombatTickResult(
maxFloorReached: state.maxFloorReached,
castProgress: state.castProgress,
equipmentSpellStates: state.equipmentSpellStates,
activeGolems,
};
}
@@ -42,6 +46,7 @@ export interface CombatTickResult {
maxFloorReached: number;
castProgress: number;
equipmentSpellStates: CombatState['equipmentSpellStates'];
activeGolems: ActiveGolem[];
}
export function processCombatTick(
@@ -58,19 +63,63 @@ export function processCombatTick(
modifiedDamage?: number;
},
signedPacts: number[],
golemancyState: { activeGolems: ActiveGolem[] },
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
): CombatTickResult {
const state = get();
const logMessages: string[] = [];
let totalManaGathered = 0;
if (state.currentAction !== 'climb') {
return makeDefaultCombatTickResult(rawMana, elements, state);
return makeDefaultCombatTickResult(rawMana, elements, state, golemancyState.activeGolems);
}
// ─── 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) {
return makeDefaultCombatTickResult(rawMana, elements, state);
// 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 {
@@ -227,6 +276,32 @@ export function processCombatTick(
updatedEquipmentSpellStates[i] = { ...eSpell, castProgress: eCastProgress % 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) {
const golemResult = processGolemAttacks(
activeGolems,
rawMana,
elements,
floorHP,
floorMaxHP,
currentFloor,
onDamageDealt,
golemApplyDamageToRoom,
);
rawMana = golemResult.rawMana;
elements = golemResult.elements;
activeGolems = golemResult.activeGolems;
logMessages.push(...golemResult.logMessages);
// Read back floor state after golem damage
const postGolemState = get();
floorHP = postGolemState.floorHP;
floorMaxHP = postGolemState.floorMaxHP;
currentFloor = postGolemState.currentFloor;
}
const newMaxFloorReached = Math.max(state.maxFloorReached, currentFloor);
return {
@@ -240,12 +315,13 @@ export function processCombatTick(
maxFloorReached: newMaxFloorReached,
castProgress,
equipmentSpellStates: updatedEquipmentSpellStates,
activeGolems,
};
} 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);
return makeDefaultCombatTickResult(rawMana, elements, state, activeGolems);
}
}
@@ -7,6 +7,8 @@ import { generateSpireFloorState, getRoomsForFloor } from '../utils/spire-utils'
import { getGuardianForFloor } from '../data/guardian-encounters';
import { usePrestigeStore } from './prestigeStore';
import { useDisciplineStore } from './discipline-slice';
import { useManaStore } from './manaStore';
import { summonGolemsOnRoomEntry } from './golem-combat-actions';
import type { FloorState } from '../types';
type GetFn = () => CombatStore;
@@ -78,6 +80,9 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
});
}
// ── Golem summoning on room entry (spec §9.3) ─────────────────────
summonGolemsForRoom(get, set);
onEnterRoomDescend(get, set);
} else {
// ── Ascending (spec §4.4) ─────────────────────────────────────────────
@@ -116,6 +121,9 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
});
}
// ── Golem summoning on room entry (spec §9.3) ─────────────────────
summonGolemsForRoom(get, set);
// Handle non-combat rooms on ascent
const room = get().currentRoom;
if (room.roomType === 'library') {
@@ -126,6 +134,39 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
}
}
// ─── Golem Summoning on Room Entry (spec §9.3) ──────────────────────────────
function summonGolemsForRoom(get: GetFn, set: SetFn): void {
const s = get();
const manaState = useManaStore.getState();
const enabledGolems = s.golemancy?.enabledGolems ?? [];
if (enabledGolems.length === 0) return;
const currentActiveGolems = s.golemancy?.activeGolems ?? [];
const summonResult = summonGolemsOnRoomEntry(
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',
+4 -1
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@@ -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
+7 -1
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@@ -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,
);
},
+10 -27
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@@ -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') {
+320
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@@ -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 };
}
+8 -1
View File
@@ -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
}
+1
View File
@@ -41,6 +41,7 @@ export type {
ScheduleBlock,
StudyTarget,
SummonedGolem,
ActiveGolem,
GolemancyState,
GameActionType,
ActivityEventType,