fix(golemancy): reconcile spec vs code discrepancies (issue #326)
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- 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:
2026-06-09 01:25:51 +02:00
parent 2994004707
commit b0e553c290
16 changed files with 219 additions and 85 deletions
+90 -7
View File
@@ -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) => {