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:
@@ -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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/**
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@@ -95,6 +87,8 @@ export function summonGolemsOnRoomEntry(
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enchantments: [],
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selectedManaTypes: design.selectedManaTypes,
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selectedSpells: design.selectedSpells,
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guardianSummonCost: design.guardianSummonCost,
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guardianPrimaryManaType: design.guardianPrimaryManaType,
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});
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let canAfford = true;
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@@ -239,7 +233,7 @@ export function processGolemManaRegen(
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* 2. Spell mana cost: uses actual SPELLS_DEF[spellId].cost.amount
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* 3. Elemental matchup: applies getElementalBonus to basic attacks
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* 4. Enchantment effects: applies golem enchantment effects on basic attacks
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* 5. Armor pierce: bypasses enemy armor fraction instead of multiplying damage
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* 5. Armor pierce: per spire-combat spec §9.4, dmg = baseDamage × (1 + armorPierce)
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*/
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export function processGolemAttacks(
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activeGolems: RuntimeActiveGolem[],
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@@ -252,6 +246,7 @@ export function processGolemAttacks(
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applyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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enemyElement: string,
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getTargetEnemy: () => EnemyState | null,
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getTargetEnemies: () => EnemyState[],
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onApplyEnchantmentEffects: (enemyId: string, effects: GolemEnchantmentEffect[]) => void,
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): GolemCombatResult {
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let rawMana = 0;
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@@ -273,6 +268,7 @@ export function processGolemAttacks(
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const enchantmentEffects = resolveEnchantmentEffects(design.enchantmentIds);
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const bonusArmorPierce = design.enchantmentIds.includes('sword_metal') ? 0.15 : 0;
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const isAoe = frame.aoeTargets > 1;
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let attackProgress = golem.attackProgress + HOURS_PER_TICK * frame.attackSpeed;
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const updatedGolem = { ...golem };
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@@ -314,29 +310,23 @@ export function processGolemAttacks(
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}
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}
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// Basic attack
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// FIX #3, #4, #5: elemental matchup, enchantment effects, proper armor pierce
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const targetEnemy = getTargetEnemy();
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const enemyArmor = targetEnemy?.armor ?? 0;
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const dmg = computeBasicAttackDamage(frame, bonusArmorPierce, enemyArmor, enemyElement);
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// Apply enchantment effects to target enemy
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if (enchantmentEffects.length > 0 && targetEnemy) {
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onApplyEnchantmentEffects(targetEnemy.id, enchantmentEffects);
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}
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const dmgResult = onDamageDealt(dmg, true);
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const finalDamage = dmgResult.modifiedDamage || dmg;
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if (Number.isFinite(finalDamage)) {
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const roomResult = applyDamageToRoom(finalDamage);
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floorHP = roomResult.floorHP;
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floorMaxHP = roomResult.floorMaxHP;
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totalDamageDealt += Math.max(0, finalDamage);
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rawMana = dmgResult.rawMana;
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elements = dmgResult.elements;
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}
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// Basic attack: AoE or single-target (delegated to helper)
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const basicResult: BasicAttackResult = processBasicAttack({
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frame: { ...frame, aoeTargets: frame.aoeTargets },
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bonusArmorPierce,
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enchantmentEffects,
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enemyElement,
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getTargetEnemy,
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getTargetEnemies,
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onDamageDealt,
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applyDamageToRoom,
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onApplyEnchantmentEffects,
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});
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rawMana = basicResult.rawMana;
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elements = basicResult.elements;
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floorHP = basicResult.floorHP;
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floorMaxHP = basicResult.floorMaxHP;
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totalDamageDealt += basicResult.totalDamageDealt;
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attackProgress -= 1;
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safetyCounter++;
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@@ -50,39 +50,42 @@ describe('computeBasicAttackDamage', () => {
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});
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it('combines elemental bonus and armor pierce', () => {
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// Water vs Fire = 1.5x, then 50% armor with 25% pierce
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// effectiveArmor = 0.5 * (1 - 0.25) = 0.375
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// dmg = 10 * 1.5 * (1 - 0.375) = 9.375
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// Water vs Fire = 1.5x, then armor pierce adds to damage multiplier
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// dmg = 10 * 1.5 * (1 + 0.25) = 18.75
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const dmg = computeBasicAttackDamage(
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{ baseDamage: 10, armorPierce: 0.25, element: 'water' },
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0, 0.5, 'fire',
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);
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expect(dmg).toBeCloseTo(9.375, 5);
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expect(dmg).toBeCloseTo(18.75, 5);
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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);
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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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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 totalPierce = Math.min(1, 0.5 + 0.15);
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// totalPierce = 0.5 + 0.15 = 0.65
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// dmg = 20 * (1 + 0.65) = 33
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const totalPierce = 0.5 + 0.15;
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const dmg = computeBasicAttackDamage(
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{ baseDamage: 20, armorPierce: 0.5, element: undefined },
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0.15, 0.4, 'fire',
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);
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expect(dmg).toBe(20 * (1 - 0.4 * (1 - totalPierce)));
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expect(dmg).toBe(20 * (1 + totalPierce));
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});
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});
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@@ -45,26 +45,105 @@ export function resolveEnchantmentEffects(enchantmentIds: string[]): GolemEnchan
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/**
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* Compute basic attack damage for a golem.
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* Applies elemental matchup bonus and proper armor pierce (bypasses armor fraction).
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* Formula per spire-combat spec §9.4: dmg = frame.baseDamage × (1 + frame.armorPierce)
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* Also applies elemental matchup bonus and enchantment armor pierce bonus.
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* Enemy armor reduction is handled separately in onDamageDealt.
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*/
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export function computeBasicAttackDamage(
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frame: { baseDamage: number; armorPierce: number; element?: string },
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enchantmentBonusArmorPierce: number,
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enemyArmor: number,
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_enemyArmor: number,
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enemyElement: string,
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): number {
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let dmg = frame.baseDamage;
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if (frame.element) {
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dmg *= getElementalBonus(frame.element, enemyElement);
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}
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const totalArmorPierce = Math.min(1, frame.armorPierce + enchantmentBonusArmorPierce);
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const effectiveArmor = enemyArmor * (1 - totalArmorPierce);
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if (effectiveArmor > 0) {
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dmg *= (1 - effectiveArmor);
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}
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const totalArmorPierce = frame.armorPierce + enchantmentBonusArmorPierce;
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dmg *= (1 + totalArmorPierce);
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return Math.max(0, dmg);
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}
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// ─── Basic Attack Processing ────────────────────────────────────────────────
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export interface BasicAttackContext {
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frame: { baseDamage: number; armorPierce: number; element?: string; aoeTargets: number };
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bonusArmorPierce: number;
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enchantmentEffects: GolemEnchantmentEffect[];
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enemyElement: string;
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getTargetEnemy: () => EnemyState | null;
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getTargetEnemies: () => EnemyState[];
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onDamageDealt: (damage: number, skipSpecials?: boolean) => {
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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modifiedDamage?: number;
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};
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applyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean };
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onApplyEnchantmentEffects: (enemyId: string, effects: GolemEnchantmentEffect[]) => void;
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}
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export interface BasicAttackResult {
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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floorHP: number;
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floorMaxHP: number;
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totalDamageDealt: number;
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}
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/**
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* Process a single basic attack (AoE or single-target) for a golem.
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* AoE frames distribute damage across up to frame.aoeTargets enemies (spec §11).
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* Single-target frames attack the lowest-HP enemy.
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*/
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export function processBasicAttack(ctx: BasicAttackContext): BasicAttackResult {
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let rawMana = 0;
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let elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
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let floorHP = 0;
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let floorMaxHP = 0;
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let totalDamageDealt = 0;
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if (ctx.frame.aoeTargets > 1) {
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const allEnemies = ctx.getTargetEnemies();
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if (allEnemies.length > 0) {
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const targets = allEnemies.slice(0, ctx.frame.aoeTargets);
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const dmgPerTarget = computeBasicAttackDamage(ctx.frame, ctx.bonusArmorPierce, 0, ctx.enemyElement) / targets.length;
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for (const target of targets) {
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if (ctx.enchantmentEffects.length > 0) {
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ctx.onApplyEnchantmentEffects(target.id, ctx.enchantmentEffects);
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}
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const dmgResult = ctx.onDamageDealt(dmgPerTarget, true);
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const finalDamage = dmgResult.modifiedDamage || dmgPerTarget;
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if (Number.isFinite(finalDamage)) {
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const roomResult = ctx.applyDamageToRoom(finalDamage);
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floorHP = roomResult.floorHP;
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floorMaxHP = roomResult.floorMaxHP;
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totalDamageDealt += Math.max(0, finalDamage);
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rawMana = dmgResult.rawMana;
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elements = dmgResult.elements;
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}
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}
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}
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} else {
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const targetEnemy = ctx.getTargetEnemy();
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const dmg = computeBasicAttackDamage(ctx.frame, ctx.bonusArmorPierce, 0, ctx.enemyElement);
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if (ctx.enchantmentEffects.length > 0 && targetEnemy) {
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ctx.onApplyEnchantmentEffects(targetEnemy.id, ctx.enchantmentEffects);
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}
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const dmgResult = ctx.onDamageDealt(dmg, true);
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const finalDamage = dmgResult.modifiedDamage || dmg;
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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