feat: implement DoT/debuff runtime system (spec §6, AC-12, AC-13)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s

- Add ActiveEffect, EffectType types to game.ts; activeEffects + effectiveArmor on EnemyState
- Add SpellOnHitEffect + onHitEffect field to SpellDefinition
- Wire onHitEffect to fire (burn), death (curse), lightning (armor_corrode), frost (freeze), soul (bypassArmor burn)
- Add applyOnHitEffect() — applies on-hit effect on successful spell hit (spec §6.2)
- Add processDoTPhase() — ticks all active effects after weapon/golem attacks (spec §6.3)
- Add bypassArmor/bypassBarrier support in applyEnemyDefenses() (AC-13)
- Export standalone applyEnemyDefenses from combat-tick.ts for DoT pipeline
- Split DoT runtime into separate dot-runtime.ts (135 lines) to keep combat-actions.ts under 400 lines
- Update all enemy generation sites with activeEffects/effectiveArmor defaults
- Fix test helpers for new required fields

All 921 tests pass (45 test files)
This commit is contained in:
2026-06-03 18:38:01 +02:00
parent a2cdf6d21c
commit b506f0bcc3
30 changed files with 3272 additions and 71 deletions
@@ -75,6 +75,7 @@ function runCombatTick(rawMana: number, elements: Record<string, { current: numb
[], // signedPacts
{ activeGolems: [] }, // golemancyState
golemApplyDamageToRoom,
(dmg: number) => dmg, // applyEnemyDefenses (passthrough for tests)
);
}
@@ -94,6 +95,7 @@ function processCombatTickDirect(
onFloorCleared, onDamageDealt, signedPacts,
{ activeGolems: [] },
golemApplyDamageToRoom,
(dmg: number) => dmg, // applyEnemyDefenses (passthrough for tests)
);
}