fix(golemancy): reconcile spec vs code discrepancies (issue #326)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 2m21s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 2m21s
- D-SLOT-01: Verified slot cap of 7 matches spec §2.2 (no change needed) - D-COMB-03: Implement AoE damage distribution for Sand/Shadowglass frames - D-COMB-01: Reconcile armor pierce formula to spire-combat spec §9.4 (dmg × (1 + armorPierce)) - D-CIRC-01: Fix Simple Logic Circuit summon cost from raw to earth mana - D-ENCHANT-03: Add dual_attunement unlockRequirement to all golem enchantments - D-CORE-01/02: Add Guardian Core runtime override mechanism for guardian-specific mana Also increased test timeouts for module import tests that timeout in full suite runs.
This commit is contained in:
@@ -9,7 +9,7 @@ describe('DebugTab module structure', () => {
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const mod = await import('./DebugTab');
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expect(mod.DebugTab).toBeDefined();
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expect(typeof mod.DebugTab).toBe('function');
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});
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}, 30000);
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it('exports GameStateDebugSection', async () => {
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const mod = await import('./DebugTab/GameStateDebugSection');
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@@ -22,7 +22,7 @@ describe('Tab barrel export', () => {
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const mod = await import('@/components/game/tabs');
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expect(mod.GuardianPactsTab).toBeDefined();
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expect(typeof mod.GuardianPactsTab).toBe('function');
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});
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}, 30000);
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});
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// ─── Test: Guardian data integrity ─────────────────────────────────────────────
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@@ -7,7 +7,7 @@ describe('PrestigeTab module structure', () => {
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const mod = await import('./PrestigeTab');
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expect(mod.PrestigeTab).toBeDefined();
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expect(typeof mod.PrestigeTab).toBe('function');
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});
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}, 30000);
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it('PrestigeTab has correct displayName', async () => {
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const { PrestigeTab } = await import('./PrestigeTab');
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@@ -5,7 +5,7 @@ describe('SpireSummaryTab module structure', () => {
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const mod = await import('./SpireSummaryTab');
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expect(mod.SpireSummaryTab).toBeDefined();
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expect(typeof mod.SpireSummaryTab).toBe('function');
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});
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}, 30000);
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it('SpireSummaryTab has correct displayName', async () => {
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const { SpireSummaryTab } = await import('./SpireSummaryTab');
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@@ -110,15 +110,15 @@ describe('computeGolemStats', () => {
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const stats = computeGolemStats(design);
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// basic core: 10 earth, earth frame: 5 raw, simple circuit: 3 raw
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// basic core: 10 earth, earth frame: 5 raw, simple circuit: 3 earth (spec §6.1)
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const rawCosts = stats.totalSummonCost.filter(c => c.type === 'raw');
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const earthCosts = stats.totalSummonCost.filter(c => c.type === 'element' && c.element === 'earth');
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const totalRaw = rawCosts.reduce((sum, c) => sum + c.amount, 0);
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const totalEarth = earthCosts.reduce((sum, c) => sum + c.amount, 0);
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expect(totalRaw).toBe(8); // 5 + 3
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expect(totalEarth).toBe(10);
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expect(totalRaw).toBe(5); // earth frame only
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expect(totalEarth).toBe(13); // basic core 10 + simple circuit 3
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});
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});
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@@ -140,7 +140,7 @@ describe('canAffordGolemDesign', () => {
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selectedSpells: [],
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};
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// basic core: 10 earth, earth frame: 5 raw, simple circuit: 3 raw
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// basic core: 10 earth, earth frame: 5 raw, simple circuit: 3 earth (spec §6.1)
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const result = canAffordGolemDesign(design, 100, {
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earth: { current: 50, max: 100, unlocked: true },
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});
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@@ -164,7 +164,7 @@ describe('canAffordGolemDesign', () => {
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selectedSpells: [],
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};
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// Need 8 raw total (5 + 3), only have 3
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// Need 5 raw total (earth frame only, circuit uses earth mana now), only have 3
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const result = canAffordGolemDesign(design, 3, {
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earth: { current: 50, max: 100, unlocked: true },
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});
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@@ -5,6 +5,12 @@
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import type { GolemEnchantmentDefinition } from './types';
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import { elemCost } from './types';
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const ENCHANTER_5_FABRICATOR_5 = {
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type: 'dual_attunement' as const,
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attunements: ['enchanter', 'fabricator'],
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levels: [5, 5],
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};
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const SWORD_FIRE: GolemEnchantmentDefinition = {
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id: 'sword_fire',
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name: 'Sword: Fire',
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@@ -12,6 +18,7 @@ const SWORD_FIRE: GolemEnchantmentDefinition = {
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effect: 'burn',
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capacityCost: 10,
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summonCost: [elemCost('fire', 5)],
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unlockRequirement: ENCHANTER_5_FABRICATOR_5,
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};
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const SWORD_FROST: GolemEnchantmentDefinition = {
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@@ -21,6 +28,7 @@ const SWORD_FROST: GolemEnchantmentDefinition = {
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effect: 'slow',
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capacityCost: 10,
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summonCost: [elemCost('frost', 5)],
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unlockRequirement: ENCHANTER_5_FABRICATOR_5,
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};
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const SWORD_LIGHTNING: GolemEnchantmentDefinition = {
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@@ -30,6 +38,7 @@ const SWORD_LIGHTNING: GolemEnchantmentDefinition = {
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effect: 'shock',
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capacityCost: 12,
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summonCost: [elemCost('lightning', 6)],
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unlockRequirement: ENCHANTER_5_FABRICATOR_5,
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};
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const SWORD_SHADOW: GolemEnchantmentDefinition = {
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@@ -39,6 +48,7 @@ const SWORD_SHADOW: GolemEnchantmentDefinition = {
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effect: 'weaken',
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capacityCost: 12,
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summonCost: [elemCost('dark', 6)],
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unlockRequirement: ENCHANTER_5_FABRICATOR_5,
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};
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const SWORD_METAL: GolemEnchantmentDefinition = {
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@@ -48,6 +58,7 @@ const SWORD_METAL: GolemEnchantmentDefinition = {
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effect: 'armorPierce',
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capacityCost: 8,
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summonCost: [elemCost('metal', 5)],
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unlockRequirement: ENCHANTER_5_FABRICATOR_5,
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};
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const SWORD_CRYSTAL: GolemEnchantmentDefinition = {
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@@ -57,6 +68,7 @@ const SWORD_CRYSTAL: GolemEnchantmentDefinition = {
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effect: 'criticalChance',
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capacityCost: 14,
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summonCost: [elemCost('crystal', 7)],
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unlockRequirement: ENCHANTER_5_FABRICATOR_5,
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};
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const SWORD_WATER: GolemEnchantmentDefinition = {
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@@ -66,6 +78,7 @@ const SWORD_WATER: GolemEnchantmentDefinition = {
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effect: 'soak',
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capacityCost: 8,
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summonCost: [elemCost('water', 4)],
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unlockRequirement: ENCHANTER_5_FABRICATOR_5,
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};
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const SWORD_EARTH: GolemEnchantmentDefinition = {
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@@ -75,6 +88,7 @@ const SWORD_EARTH: GolemEnchantmentDefinition = {
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effect: 'shieldBreak',
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capacityCost: 10,
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summonCost: [elemCost('earth', 5)],
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unlockRequirement: ENCHANTER_5_FABRICATOR_5,
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};
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// ─── ENCHANTMENT REGISTRY ────────────────────────────────────────────────
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@@ -13,6 +13,7 @@ export type {
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CircuitBehavior,
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GolemEnchantmentDefinition,
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GolemDesign,
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SerializedDesign,
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ComputedGolemStats,
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GolemManaCost,
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GolemUnlockRequirement,
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@@ -10,7 +10,7 @@ const SIMPLE_CIRCUIT: MindCircuitDefinition = {
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description: 'Performs basic attacks only. Targets nearest enemy. No spell casting.',
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spellSlots: 0,
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behavior: 'basicOnly',
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summonCost: [rawCost(3)],
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summonCost: [elemCost('earth', 3)],
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unlockRequirement: {
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type: 'attunement_level',
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attunement: 'fabricator',
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@@ -99,6 +99,7 @@ export interface GolemEnchantmentDefinition {
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effect: string;
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capacityCost: number;
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summonCost: GolemManaCost[];
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unlockRequirement: GolemUnlockRequirement;
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}
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// ─── Golem Design (Player-Created) ──────────────────────────────────────
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@@ -114,6 +115,33 @@ export interface GolemDesign {
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selectedManaTypes: string[];
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/** Player-selected spell IDs for mind circuits with spell slots */
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selectedSpells: string[];
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/**
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* Runtime override for Guardian Core summon cost.
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* When core is 'guardian', this replaces the placeholder earth cost
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* with guardian-specific mana costs derived from the signed pact.
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* Spec §4.3: Guardian Core uses guardian-specific mana types.
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*/
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guardianSummonCost?: GolemManaCost[];
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/**
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* Runtime override for Guardian Core primary mana type.
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* Spec §4.3: Provides all mana types granted by the chosen Guardian.
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*/
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guardianPrimaryManaType?: string;
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}
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// ─── Serialized Design (for storage/transmission) ──────────────────────
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export interface SerializedDesign {
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id: string;
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name: string;
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coreId: string;
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frameId: string;
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mindCircuitId: string;
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enchantmentIds: string[];
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selectedManaTypes: string[];
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selectedSpells: string[];
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guardianSummonCost?: GolemManaCost[];
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guardianPrimaryManaType?: string;
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}
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// ─── Computed Design Stats (derived from components) ────────────────────
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@@ -74,17 +74,27 @@ export function computeGolemStats(design: GolemDesign): ComputedGolemStats {
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const enchantments = design.enchantments;
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// Total summon cost from all components
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// For Guardian Core, use guardian-specific summon cost override if provided (spec §4.3)
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const coreSummonCost = core.id === 'guardian' && design.guardianSummonCost
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? design.guardianSummonCost
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: core.summonCost;
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const totalSummonCost: GolemManaCost[] = [
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...core.summonCost,
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...coreSummonCost,
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...frame.summonCost,
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...circuit.summonCost,
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...enchantments.flatMap((e) => e.summonCost),
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];
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// Player upkeep = Core.manaRegen × 2 per hour, split across all mana types (spec §13)
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// For Guardian Core, use guardian-specific primary mana type if provided (spec §4.3)
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const effectivePrimaryManaType = core.id === 'guardian' && design.guardianPrimaryManaType
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? design.guardianPrimaryManaType
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: core.primaryManaType;
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const upkeepManaTypes = design.selectedManaTypes.length > 0
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? design.selectedManaTypes
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: core.manaTypes;
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: (core.id === 'guardian' && design.guardianPrimaryManaType
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? [design.guardianPrimaryManaType]
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: core.manaTypes);
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const upkeepPerType = (core.manaRegen * 2) / Math.max(1, upkeepManaTypes.length);
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const upkeepCostPerHour: GolemManaCost[] = upkeepManaTypes.map((mt) => ({
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type: 'element' as const,
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@@ -94,6 +94,7 @@ function runGolemAttacks(
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() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
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enemyElement,
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() => enemy,
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() => [enemy],
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() => {},
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);
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return { result, capturedDamage };
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@@ -133,6 +134,7 @@ describe('processGolemAttacks - spell damage and mana cost (fixes #1, #2)', () =
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() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
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'fire',
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() => enemy,
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() => [enemy],
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() => {},
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);
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@@ -156,6 +158,7 @@ describe('processGolemAttacks - spell damage and mana cost (fixes #1, #2)', () =
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() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
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'fire',
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() => enemy,
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() => [enemy],
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() => {},
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);
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@@ -214,10 +217,12 @@ describe('processGolemAttacks - elemental matchup (fix #3)', () => {
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const enemy = makeEnemy({ element: 'fire', armor: 0 }); // No armor for clean test
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const frame = FRAMES['crystal'];
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const expectedDmg = frame.baseDamage; // 1.0x neutral, no armor
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// Crystal frame: baseDamage=14, armorPierce=0.15, neutral element (1.0x)
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// New formula: 14 * 1.0 * (1 + 0.15) = 16.1
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const expectedDmg = frame.baseDamage * (1 + frame.armorPierce);
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const { capturedDamage } = runGolemAttacks(golem, serialized, design, enemy, 'fire');
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expect(capturedDamage).toBe(expectedDmg);
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expect(capturedDamage).toBeCloseTo(expectedDmg, 5);
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});
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});
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@@ -238,6 +243,7 @@ describe('processGolemAttacks - enchantment effects (fix #4)', () => {
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() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
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'fire',
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() => enemy,
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() => [enemy],
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(enemyId, effects) => { appliedEffects.push({ enemyId, effects }); },
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);
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@@ -259,6 +265,7 @@ describe('processGolemAttacks - enchantment effects (fix #4)', () => {
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() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
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'fire',
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() => enemy,
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() => [enemy],
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(_, effects) => { appliedEffects.push(effects); },
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);
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@@ -282,6 +289,7 @@ describe('processGolemAttacks - enchantment effects (fix #4)', () => {
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() => ({ floorHP: 50, floorMaxHP: 100, roomCleared: false }),
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'fire',
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() => enemy,
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() => [enemy],
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() => { effectsCalled = true; },
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);
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@@ -289,58 +297,55 @@ describe('processGolemAttacks - enchantment effects (fix #4)', () => {
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});
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});
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// ─── Fix #5: Armor pierce ────────────────────────────────────────────────────
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// ─── Fix #5: Armor pierce (spire-combat spec §9.4) ──────────────────────────
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// Formula: dmg = frame.baseDamage × (1 + frame.armorPierce)
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// Enemy armor reduction is handled separately in onDamageDealt.
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describe('processGolemAttacks - armor pierce (fix #5)', () => {
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it('does not multiply damage by (1 + armorPierce)', () => {
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it('applies armor pierce as damage multiplier per spire-combat spec §9.4', () => {
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// Steel frame: baseDamage=18, armorPierce=0.5
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// Old buggy formula: 18 * (1 + 0.5) = 27
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// Correct: 18 with 50% armor bypass against 40% armor
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// New formula: 18 * (1 + 0.5) = 27
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const design = makeDesign('basic', 'steel', 'simple');
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const serialized = makeSerialized(design);
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const golem = makeActiveGolem(design, undefined, 1.0);
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const enemy = makeEnemy({ armor: 0.4 });
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const frame = FRAMES['steel'];
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// With 50% armor pierce: effectiveArmor = 0.4 * (1 - 0.5) = 0.2
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// dmg = 18 * (1 - 0.2) = 14.4
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const expectedDmg = frame.baseDamage * (1 - 0.4 * (1 - frame.armorPierce));
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const expectedDmg = frame.baseDamage * (1 + frame.armorPierce);
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const { capturedDamage } = runGolemAttacks(golem, serialized, design, enemy, 'fire');
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// Should NOT be 18 * 1.5 = 27 (old buggy formula)
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expect(capturedDamage).not.toBe(frame.baseDamage * (1 + frame.armorPierce));
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// Should be the correct armor-bypassed value
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expect(capturedDamage).toBe(expectedDmg);
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});
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it('fully bypasses armor when armorPierce is 1.0', () => {
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it('doubles damage when armorPierce is 1.0', () => {
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// dmg = 10 * (1 + 1.0) = 20
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const dmg = computeBasicAttackDamage(
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{ baseDamage: 10, armorPierce: 1.0, element: undefined },
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0, 0.8, 'fire',
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);
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expect(dmg).toBe(10); // Full damage, armor fully bypassed
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expect(dmg).toBe(20);
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});
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it('applies no armor bypass when armorPierce is 0', () => {
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it('returns base damage when armorPierce is 0', () => {
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// dmg = 10 * (1 + 0) = 10
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const dmg = computeBasicAttackDamage(
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{ baseDamage: 10, armorPierce: 0, element: undefined },
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0, 0.5, 'fire',
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);
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// 50% armor, no pierce: 10 * (1 - 0.5) = 5
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expect(dmg).toBe(5);
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expect(dmg).toBe(10);
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});
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it('stacks enchantment armorPierce with frame armorPierce', () => {
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const framePierce = 0.5;
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const enchantPierce = 0.15;
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const totalPierce = Math.min(1, framePierce + enchantPierce);
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const totalPierce = framePierce + enchantPierce;
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const dmg = computeBasicAttackDamage(
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{ baseDamage: 20, armorPierce: framePierce, element: undefined },
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enchantPierce, 0.4, 'fire',
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);
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const expected = 20 * (1 - 0.4 * (1 - totalPierce));
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const expected = 20 * (1 + totalPierce);
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expect(dmg).toBe(expected);
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});
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});
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@@ -9,8 +9,11 @@ import { computeGolemStats, getGolemSlots } from '../data/golems/utils';
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import {
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resolveEnchantmentEffects,
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computeBasicAttackDamage,
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processBasicAttack,
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} from './golem-combat-helpers';
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import type { BasicAttackResult } from './golem-combat-helpers';
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import type { GolemEnchantmentEffect } from './golem-combat-helpers';
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import type { SerializedDesign } from '../data/golems/types';
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import type {
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RuntimeActiveGolem,
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GolemLoadoutEntry,
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@@ -27,17 +30,6 @@ export interface GolemCombatResult {
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totalDamageDealt: number;
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}
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interface SerializedDesign {
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id: string;
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name: string;
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coreId: string;
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frameId: string;
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mindCircuitId: string;
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enchantmentIds: string[];
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selectedManaTypes: string[];
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selectedSpells: string[];
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}
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// ─── Summoning (spec §10) ───────────────────────────────────────────────────
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/**
|
||||
@@ -95,6 +87,8 @@ export function summonGolemsOnRoomEntry(
|
||||
enchantments: [],
|
||||
selectedManaTypes: design.selectedManaTypes,
|
||||
selectedSpells: design.selectedSpells,
|
||||
guardianSummonCost: design.guardianSummonCost,
|
||||
guardianPrimaryManaType: design.guardianPrimaryManaType,
|
||||
});
|
||||
|
||||
let canAfford = true;
|
||||
@@ -239,7 +233,7 @@ export function processGolemManaRegen(
|
||||
* 2. Spell mana cost: uses actual SPELLS_DEF[spellId].cost.amount
|
||||
* 3. Elemental matchup: applies getElementalBonus to basic attacks
|
||||
* 4. Enchantment effects: applies golem enchantment effects on basic attacks
|
||||
* 5. Armor pierce: bypasses enemy armor fraction instead of multiplying damage
|
||||
* 5. Armor pierce: per spire-combat spec §9.4, dmg = baseDamage × (1 + armorPierce)
|
||||
*/
|
||||
export function processGolemAttacks(
|
||||
activeGolems: RuntimeActiveGolem[],
|
||||
@@ -252,6 +246,7 @@ export function processGolemAttacks(
|
||||
applyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
|
||||
enemyElement: string,
|
||||
getTargetEnemy: () => EnemyState | null,
|
||||
getTargetEnemies: () => EnemyState[],
|
||||
onApplyEnchantmentEffects: (enemyId: string, effects: GolemEnchantmentEffect[]) => void,
|
||||
): GolemCombatResult {
|
||||
let rawMana = 0;
|
||||
@@ -273,6 +268,7 @@ export function processGolemAttacks(
|
||||
|
||||
const enchantmentEffects = resolveEnchantmentEffects(design.enchantmentIds);
|
||||
const bonusArmorPierce = design.enchantmentIds.includes('sword_metal') ? 0.15 : 0;
|
||||
const isAoe = frame.aoeTargets > 1;
|
||||
|
||||
let attackProgress = golem.attackProgress + HOURS_PER_TICK * frame.attackSpeed;
|
||||
const updatedGolem = { ...golem };
|
||||
@@ -314,29 +310,23 @@ export function processGolemAttacks(
|
||||
}
|
||||
}
|
||||
|
||||
// Basic attack
|
||||
// FIX #3, #4, #5: elemental matchup, enchantment effects, proper armor pierce
|
||||
const targetEnemy = getTargetEnemy();
|
||||
const enemyArmor = targetEnemy?.armor ?? 0;
|
||||
|
||||
const dmg = computeBasicAttackDamage(frame, bonusArmorPierce, enemyArmor, enemyElement);
|
||||
|
||||
// Apply enchantment effects to target enemy
|
||||
if (enchantmentEffects.length > 0 && targetEnemy) {
|
||||
onApplyEnchantmentEffects(targetEnemy.id, enchantmentEffects);
|
||||
}
|
||||
|
||||
const dmgResult = onDamageDealt(dmg, true);
|
||||
const finalDamage = dmgResult.modifiedDamage || dmg;
|
||||
|
||||
if (Number.isFinite(finalDamage)) {
|
||||
const roomResult = applyDamageToRoom(finalDamage);
|
||||
floorHP = roomResult.floorHP;
|
||||
floorMaxHP = roomResult.floorMaxHP;
|
||||
totalDamageDealt += Math.max(0, finalDamage);
|
||||
rawMana = dmgResult.rawMana;
|
||||
elements = dmgResult.elements;
|
||||
}
|
||||
// Basic attack: AoE or single-target (delegated to helper)
|
||||
const basicResult: BasicAttackResult = processBasicAttack({
|
||||
frame: { ...frame, aoeTargets: frame.aoeTargets },
|
||||
bonusArmorPierce,
|
||||
enchantmentEffects,
|
||||
enemyElement,
|
||||
getTargetEnemy,
|
||||
getTargetEnemies,
|
||||
onDamageDealt,
|
||||
applyDamageToRoom,
|
||||
onApplyEnchantmentEffects,
|
||||
});
|
||||
rawMana = basicResult.rawMana;
|
||||
elements = basicResult.elements;
|
||||
floorHP = basicResult.floorHP;
|
||||
floorMaxHP = basicResult.floorMaxHP;
|
||||
totalDamageDealt += basicResult.totalDamageDealt;
|
||||
|
||||
attackProgress -= 1;
|
||||
safetyCounter++;
|
||||
|
||||
@@ -50,39 +50,42 @@ describe('computeBasicAttackDamage', () => {
|
||||
});
|
||||
|
||||
it('combines elemental bonus and armor pierce', () => {
|
||||
// Water vs Fire = 1.5x, then 50% armor with 25% pierce
|
||||
// effectiveArmor = 0.5 * (1 - 0.25) = 0.375
|
||||
// dmg = 10 * 1.5 * (1 - 0.375) = 9.375
|
||||
// Water vs Fire = 1.5x, then armor pierce adds to damage multiplier
|
||||
// dmg = 10 * 1.5 * (1 + 0.25) = 18.75
|
||||
const dmg = computeBasicAttackDamage(
|
||||
{ baseDamage: 10, armorPierce: 0.25, element: 'water' },
|
||||
0, 0.5, 'fire',
|
||||
);
|
||||
expect(dmg).toBeCloseTo(9.375, 5);
|
||||
expect(dmg).toBeCloseTo(18.75, 5);
|
||||
});
|
||||
|
||||
it('fully bypasses armor when armorPierce is 1.0', () => {
|
||||
it('doubles damage when armorPierce is 1.0', () => {
|
||||
// dmg = 10 * (1 + 1.0) = 20
|
||||
const dmg = computeBasicAttackDamage(
|
||||
{ baseDamage: 10, armorPierce: 1.0, element: undefined },
|
||||
0, 0.8, 'fire',
|
||||
);
|
||||
expect(dmg).toBe(10);
|
||||
expect(dmg).toBe(20);
|
||||
});
|
||||
|
||||
it('applies no armor bypass when armorPierce is 0', () => {
|
||||
it('returns base damage when armorPierce is 0', () => {
|
||||
// dmg = 10 * (1 + 0) = 10
|
||||
const dmg = computeBasicAttackDamage(
|
||||
{ baseDamage: 10, armorPierce: 0, element: undefined },
|
||||
0, 0.5, 'fire',
|
||||
);
|
||||
expect(dmg).toBe(5);
|
||||
expect(dmg).toBe(10);
|
||||
});
|
||||
|
||||
it('stacks enchantment armorPierce with frame armorPierce', () => {
|
||||
const totalPierce = Math.min(1, 0.5 + 0.15);
|
||||
// totalPierce = 0.5 + 0.15 = 0.65
|
||||
// dmg = 20 * (1 + 0.65) = 33
|
||||
const totalPierce = 0.5 + 0.15;
|
||||
const dmg = computeBasicAttackDamage(
|
||||
{ baseDamage: 20, armorPierce: 0.5, element: undefined },
|
||||
0.15, 0.4, 'fire',
|
||||
);
|
||||
expect(dmg).toBe(20 * (1 - 0.4 * (1 - totalPierce)));
|
||||
expect(dmg).toBe(20 * (1 + totalPierce));
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
@@ -45,26 +45,105 @@ export function resolveEnchantmentEffects(enchantmentIds: string[]): GolemEnchan
|
||||
|
||||
/**
|
||||
* Compute basic attack damage for a golem.
|
||||
* Applies elemental matchup bonus and proper armor pierce (bypasses armor fraction).
|
||||
* Formula per spire-combat spec §9.4: dmg = frame.baseDamage × (1 + frame.armorPierce)
|
||||
* Also applies elemental matchup bonus and enchantment armor pierce bonus.
|
||||
* Enemy armor reduction is handled separately in onDamageDealt.
|
||||
*/
|
||||
export function computeBasicAttackDamage(
|
||||
frame: { baseDamage: number; armorPierce: number; element?: string },
|
||||
enchantmentBonusArmorPierce: number,
|
||||
enemyArmor: number,
|
||||
_enemyArmor: number,
|
||||
enemyElement: string,
|
||||
): number {
|
||||
let dmg = frame.baseDamage;
|
||||
if (frame.element) {
|
||||
dmg *= getElementalBonus(frame.element, enemyElement);
|
||||
}
|
||||
const totalArmorPierce = Math.min(1, frame.armorPierce + enchantmentBonusArmorPierce);
|
||||
const effectiveArmor = enemyArmor * (1 - totalArmorPierce);
|
||||
if (effectiveArmor > 0) {
|
||||
dmg *= (1 - effectiveArmor);
|
||||
}
|
||||
const totalArmorPierce = frame.armorPierce + enchantmentBonusArmorPierce;
|
||||
dmg *= (1 + totalArmorPierce);
|
||||
return Math.max(0, dmg);
|
||||
}
|
||||
|
||||
// ─── Basic Attack Processing ────────────────────────────────────────────────
|
||||
|
||||
export interface BasicAttackContext {
|
||||
frame: { baseDamage: number; armorPierce: number; element?: string; aoeTargets: number };
|
||||
bonusArmorPierce: number;
|
||||
enchantmentEffects: GolemEnchantmentEffect[];
|
||||
enemyElement: string;
|
||||
getTargetEnemy: () => EnemyState | null;
|
||||
getTargetEnemies: () => EnemyState[];
|
||||
onDamageDealt: (damage: number, skipSpecials?: boolean) => {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
modifiedDamage?: number;
|
||||
};
|
||||
applyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean };
|
||||
onApplyEnchantmentEffects: (enemyId: string, effects: GolemEnchantmentEffect[]) => void;
|
||||
}
|
||||
|
||||
export interface BasicAttackResult {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
floorHP: number;
|
||||
floorMaxHP: number;
|
||||
totalDamageDealt: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Process a single basic attack (AoE or single-target) for a golem.
|
||||
* AoE frames distribute damage across up to frame.aoeTargets enemies (spec §11).
|
||||
* Single-target frames attack the lowest-HP enemy.
|
||||
*/
|
||||
export function processBasicAttack(ctx: BasicAttackContext): BasicAttackResult {
|
||||
let rawMana = 0;
|
||||
let elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
|
||||
let floorHP = 0;
|
||||
let floorMaxHP = 0;
|
||||
let totalDamageDealt = 0;
|
||||
|
||||
if (ctx.frame.aoeTargets > 1) {
|
||||
const allEnemies = ctx.getTargetEnemies();
|
||||
if (allEnemies.length > 0) {
|
||||
const targets = allEnemies.slice(0, ctx.frame.aoeTargets);
|
||||
const dmgPerTarget = computeBasicAttackDamage(ctx.frame, ctx.bonusArmorPierce, 0, ctx.enemyElement) / targets.length;
|
||||
for (const target of targets) {
|
||||
if (ctx.enchantmentEffects.length > 0) {
|
||||
ctx.onApplyEnchantmentEffects(target.id, ctx.enchantmentEffects);
|
||||
}
|
||||
const dmgResult = ctx.onDamageDealt(dmgPerTarget, true);
|
||||
const finalDamage = dmgResult.modifiedDamage || dmgPerTarget;
|
||||
if (Number.isFinite(finalDamage)) {
|
||||
const roomResult = ctx.applyDamageToRoom(finalDamage);
|
||||
floorHP = roomResult.floorHP;
|
||||
floorMaxHP = roomResult.floorMaxHP;
|
||||
totalDamageDealt += Math.max(0, finalDamage);
|
||||
rawMana = dmgResult.rawMana;
|
||||
elements = dmgResult.elements;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
const targetEnemy = ctx.getTargetEnemy();
|
||||
const dmg = computeBasicAttackDamage(ctx.frame, ctx.bonusArmorPierce, 0, ctx.enemyElement);
|
||||
if (ctx.enchantmentEffects.length > 0 && targetEnemy) {
|
||||
ctx.onApplyEnchantmentEffects(targetEnemy.id, ctx.enchantmentEffects);
|
||||
}
|
||||
const dmgResult = ctx.onDamageDealt(dmg, true);
|
||||
const finalDamage = dmgResult.modifiedDamage || dmg;
|
||||
if (Number.isFinite(finalDamage)) {
|
||||
const roomResult = ctx.applyDamageToRoom(finalDamage);
|
||||
floorHP = roomResult.floorHP;
|
||||
floorMaxHP = roomResult.floorMaxHP;
|
||||
totalDamageDealt += Math.max(0, finalDamage);
|
||||
rawMana = dmgResult.rawMana;
|
||||
elements = dmgResult.elements;
|
||||
}
|
||||
}
|
||||
|
||||
return { rawMana, elements, floorHP, floorMaxHP, totalDamageDealt };
|
||||
}
|
||||
|
||||
// ─── Golem Attacks Store Wrapper ─────────────────────────────────────────────
|
||||
|
||||
// Import here is safe: only used inside the function body, not at module init time.
|
||||
@@ -108,6 +187,10 @@ export function processGolemAttacksFromStore(
|
||||
if (living.length === 0) return null;
|
||||
return living.reduce((lowest, e) => (e.hp < lowest.hp ? e : lowest));
|
||||
},
|
||||
() => {
|
||||
const room = get().currentRoom;
|
||||
return room.enemies.filter((e) => e.hp > 0);
|
||||
},
|
||||
(enemyId, effects) => {
|
||||
const room = get().currentRoom;
|
||||
const updatedEnemies = room.enemies.map((e) => {
|
||||
|
||||
Reference in New Issue
Block a user