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
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:
@@ -5,8 +5,10 @@
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import { SPELLS_DEF, HOURS_PER_TICK } from '../constants';
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import { getGuardianForFloor } from '../data/guardian-encounters';
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import type { CombatStore, CombatState } from './combat-state.types';
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import type { SpellState } from '../types';
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import type { SpellState, EnemyState } from '../types';
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import { applyOnHitEffect, processDoTPhase } from './dot-runtime';
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import type { ActiveGolem } from '../types';
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import type { SpellOnHitEffect } from '../types/spells';
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import { getFloorMaxHP, getFloorElement, getMultiElementBonus, calcDamage, canAffordSpellCost, deductSpellCost } from '../utils';
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import { computeDisciplineEffects } from '../effects/discipline-effects';
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import { processGolemMaintenance, processGolemAttacks } from './golem-combat-actions';
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@@ -65,6 +67,14 @@ export function processCombatTick(
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signedPacts: number[],
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golemancyState: { activeGolems: ActiveGolem[] },
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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applyEnemyDefenses: (
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dmg: number,
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enemy: EnemyState | null,
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roomType: string,
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addLog: (msg: string) => void,
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bypassArmor?: boolean,
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bypassBarrier?: boolean,
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) => number,
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): CombatTickResult {
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const state = get();
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const logMessages: string[] = [];
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@@ -177,6 +187,9 @@ export function processCombatTick(
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castProgress -= 1;
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safetyCounter++;
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// Apply on-hit effect (DoT/debuff) to enemy (spec §6.2)
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applyOnHitEffect(get, set, spellId, logMessages);
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// Check if room/floor is cleared
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if (floorHP <= 0) {
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const guardian = getGuardianForFloor(currentFloor);
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@@ -302,6 +315,24 @@ export function processCombatTick(
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currentFloor = postGolemState.currentFloor;
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}
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// ─── DoT/Debuff tick processing (spec §6.3) ──────────────────────────
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// Process after all weapon/golem attacks
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if (floorHP > 0) {
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const doTDamage = processDoTPhase(get, set, applyEnemyDefenses, logMessages);
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floorHP = Math.max(0, floorHP - doTDamage);
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// Check if DoT cleared the room
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if (floorHP <= 0) {
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const guardian = getGuardianForFloor(currentFloor);
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onFloorCleared(currentFloor, !!guardian);
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get().advanceRoomOrFloor();
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const newState = get();
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currentFloor = newState.currentFloor;
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floorMaxHP = newState.floorMaxHP;
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floorHP = newState.floorHP;
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}
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}
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const newMaxFloorReached = Math.max(state.maxFloorReached, currentFloor);
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return {
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@@ -1,7 +1,7 @@
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// ─── Combat State Types ────────────────────────────────────────────────────────
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// Shared types for combat store and combat actions to avoid circular dependency
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem } from '../types';
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, EnemyState } from '../types';
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// ─── Combat State (data only) ─────────────────────────────────────────────────
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@@ -145,6 +145,14 @@ export interface CombatActions {
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signedPacts: number[],
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golemancyState: { activeGolems: ActiveGolem[] },
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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applyEnemyDefenses: (
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dmg: number,
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enemy: EnemyState | null,
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roomType: string,
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addLog: (msg: string) => void,
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bypassArmor?: boolean,
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bypassBarrier?: boolean,
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) => number,
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) => {
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rawMana: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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@@ -4,7 +4,7 @@
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import { create } from 'zustand';
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import { persist } from 'zustand/middleware';
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import { createSafeStorage } from '../utils/safe-persist';
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem } from '../types';
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, ActiveGolem, EnemyState } from '../types';
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import { getFloorMaxHP } from '../utils';
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import { generateFloorState } from '../utils/room-utils';
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import { addActivityLogEntry } from '../utils/activity-log';
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@@ -302,6 +302,14 @@ export const useCombatStore = create<CombatStore>()(
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signedPacts: number[],
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golemancyState: { activeGolems: ActiveGolem[] },
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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applyEnemyDefenses: (
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dmg: number,
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enemy: EnemyState | null,
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roomType: string,
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addLog: (msg: string) => void,
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bypassArmor?: boolean,
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bypassBarrier?: boolean,
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) => number,
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) => {
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return processCombatTick(
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get,
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@@ -315,6 +323,7 @@ export const useCombatStore = create<CombatStore>()(
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signedPacts,
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golemancyState,
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golemApplyDamageToRoom,
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applyEnemyDefenses,
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);
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},
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@@ -0,0 +1,135 @@
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// ─── DoT/Debuff Runtime (spec §6) ─────────────────────────────────────────────
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// Handles on-hit effect application and DoT tick processing for combat.
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import { SPELLS_DEF } from '../constants';
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import type { CombatStore, CombatState } from './combat-state.types';
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import type { ActiveEffect, EnemyState } from '../types';
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import type { SpellOnHitEffect } from '../types/spells';
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const DOT_EFFECT_TYPES = new Set(['burn', 'poison', 'bleed']);
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/**
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* Apply an on-hit effect from a spell to the current room's primary enemy.
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* Called after a successful spell hit in processCombatTick.
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* spec §6.2
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*/
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export function applyOnHitEffect(
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get: () => CombatStore,
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set: (state: Partial<CombatState>) => void,
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spellId: string,
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logMessages: string[],
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): void {
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const spellDef = SPELLS_DEF[spellId];
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if (!spellDef?.onHitEffect) return;
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const onHit = spellDef.onHitEffect as SpellOnHitEffect;
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if (onHit.applyChance !== undefined && Math.random() > onHit.applyChance) return;
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const state = get();
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const room = state.currentRoom;
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if (!room || room.enemies.length === 0) return;
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// Apply to the first living enemy
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const targetIdx = room.enemies.findIndex(e => e.hp > 0);
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if (targetIdx === -1) return;
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const target = room.enemies[targetIdx];
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const effect: ActiveEffect = {
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type: onHit.type,
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remainingDuration: onHit.duration,
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magnitude: onHit.magnitude,
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source: 'spell',
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bypassArmor: onHit.bypassArmor,
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bypassBarrier: onHit.bypassBarrier,
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};
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const updatedEnemies = [...room.enemies];
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updatedEnemies[targetIdx] = {
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...target,
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activeEffects: [...target.activeEffects, effect],
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};
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set({ currentRoom: { ...room, enemies: updatedEnemies } });
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logMessages.push(`${target.name} afflicted with ${onHit.type}`);
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}
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/**
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* Process one tick of all active effects on all enemies in the current room.
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* Called after all weapon/golem attacks in processCombatTick.
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* spec §6.3
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* Returns total DoT damage dealt (to subtract from floorHP).
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*/
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export function processDoTPhase(
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get: () => CombatStore,
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set: (state: Partial<CombatState>) => void,
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applyEnemyDefenses: (
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dmg: number,
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enemy: EnemyState | null,
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roomType: string,
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addLog: (msg: string) => void,
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bypassArmor?: boolean,
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bypassBarrier?: boolean,
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) => number,
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logMessages: string[],
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): number {
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const state = get();
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const room = state.currentRoom;
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if (!room || room.enemies.length === 0) return 0;
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let totalDoTDamage = 0;
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const updatedEnemies: EnemyState[] = [];
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for (const enemy of room.enemies) {
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if (enemy.hp <= 0) {
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updatedEnemies.push(enemy);
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continue;
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}
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let enemyHp = enemy.hp;
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let enemyArmor = enemy.effectiveArmor;
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const remainingEffects: ActiveEffect[] = [];
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for (const effect of enemy.activeEffects) {
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if (DOT_EFFECT_TYPES.has(effect.type)) {
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// DoT: burn, poison, bleed (spec §6.3)
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const dmg = effect.magnitude;
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let dotFinalDmg: number;
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if (effect.bypassArmor) {
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// AC-13: bypass armor — apply directly to HP, skip all defenses
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dotFinalDmg = dmg;
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} else if (effect.bypassBarrier) {
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// Bypass barrier: skip barrier but still apply armor
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dotFinalDmg = applyEnemyDefenses(dmg, enemy, room.roomType, () => {}, false, true);
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} else {
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// Normal: apply full defense pipeline (dodge → barrier → armor)
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dotFinalDmg = applyEnemyDefenses(dmg, enemy, room.roomType, () => {});
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}
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enemyHp = Math.max(0, enemyHp - dotFinalDmg);
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totalDoTDamage += dotFinalDmg;
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} else if (effect.type === 'curse') {
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// Curse: amplifies incoming damage (tracked on enemy, applied next tick)
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// No immediate HP effect — curse multiplier is stored on the enemy
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} else if (effect.type === 'armor_corrode') {
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// Armor corrode: reduce effective armor
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enemyArmor = Math.max(0, enemyArmor - effect.magnitude);
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}
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// freeze, slow, blind: soft CC — no HP effect, just tracked
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// Decrement duration
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const newDuration = effect.remainingDuration - 1;
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if (newDuration > 0) {
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remainingEffects.push({ ...effect, remainingDuration: newDuration });
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}
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}
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updatedEnemies.push({
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...enemy,
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hp: enemyHp,
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effectiveArmor: enemyArmor,
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activeEffects: remainingEffects,
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});
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}
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set({ currentRoom: { ...room, enemies: updatedEnemies } });
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return totalDoTDamage;
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}
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@@ -28,6 +28,7 @@ import { buildGolemCombatPipeline } from './pipelines/golem-combat';
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import type { TickContext, TickWrites } from './tick-pipeline';
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import type { GameCoordinatorState } from './gameStore.types';
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import type { EnemyState } from '../types';
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import { applyEnemyDefenses as applyEnemyDefensesFromPipeline } from './pipelines/combat-tick';
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export interface GameCoordinatorStore extends GameCoordinatorState {
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tick: () => void;
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@@ -309,6 +310,9 @@ export const useGameStore = create<GameCoordinatorStore>()(
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ctx.prestige.signedPacts,
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{ activeGolems: golemPipeline.activeGolems },
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golemPipeline.golemApplyDamageToRoom,
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(dmg, enemy, roomType, addLogFn, bypassArmor, bypassBarrier) => applyEnemyDefensesFromPipeline(
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dmg, enemy, roomType, addLogFn, bypassArmor, bypassBarrier,
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),
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);
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rawMana = combatResult.rawMana;
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elements = combatResult.elements;
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@@ -37,13 +37,62 @@ interface BuildCombatCallbacksParams {
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effects: ComputedEffects;
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maxMana: number;
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addLog: (msg: string) => void;
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useCombatStore: { setState: (s: Record<string, unknown>) => void };
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useCombatStore: { setState: (s: Record<string, unknown>) => void; getState: () => Record<string, unknown> };
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usePrestigeStore: { getState: () => { addDefeatedGuardian: (floor: number) => void } };
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}
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/** Speed-room bonus added to agile dodge chance (spec §4.5) */
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const SPEED_ROOM_DODGE_BONUS = 0.20;
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// ─── Standalone Enemy Defenses (for DoT/debuff pipeline) ─────────────────────
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/**
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* Apply regular enemy defenses: dodge → barrier → armor (spec §5.2).
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* Returns modified damage, or 0 on dodge.
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* Exported for use by the DoT/debuff tick processing system (spec §6.3).
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*
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* @param bypassArmor — if true, skip armor reduction entirely (spec §6.4, AC-13)
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* @param bypassBarrier — if true, skip barrier absorption (spec §6.4)
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*/
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export function applyEnemyDefenses(
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dmg: number,
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enemy: EnemyState | null,
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roomType: string,
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addLog: (msg: string) => void,
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bypassArmor?: boolean,
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bypassBarrier?: boolean,
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): number {
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if (!enemy) return dmg;
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// 1. Dodge check (spec §5.2, §4.5)
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let effectiveDodge = enemy.dodgeChance;
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if (roomType === 'speed') {
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const hasAgile = enemy.name.toLowerCase().includes('agile');
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if (hasAgile) {
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effectiveDodge = Math.min(0.75, enemy.dodgeChance + SPEED_ROOM_DODGE_BONUS);
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}
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}
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if (effectiveDodge > 0 && Math.random() < effectiveDodge) {
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addLog('Attack dodged!');
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return 0;
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}
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// 2. Barrier absorption (percentage, spec §5.2) — skipped if bypassBarrier
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if (!bypassBarrier && enemy.barrier && enemy.barrier > 0) {
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dmg *= (1 - enemy.barrier);
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}
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// 3. Armor reduction — skipped if bypassArmor (spec §6.4, AC-13)
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if (!bypassArmor) {
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const armorValue = (enemy as EnemyState & { effectiveArmor?: number }).effectiveArmor ?? enemy.armor;
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if (armorValue && armorValue > 0) {
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dmg *= (1 - armorValue);
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}
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}
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return dmg;
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}
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export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
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const { ctx, effects, maxMana, useCombatStore, usePrestigeStore } = params;
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@@ -85,46 +134,8 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
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return { ...enemy, barrier: recharged };
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};
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/**
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* Apply regular enemy defenses: dodge → barrier → armor (spec §5.2).
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* Returns modified damage, or 0 on dodge.
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* This is the single defense pipeline used for ALL enemy hits (not just guardians).
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*/
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const applyEnemyDefenses = (
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dmg: number,
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enemy: EnemyState | null,
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roomType: string,
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addLog: (msg: string) => void,
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): number => {
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if (!enemy) return dmg;
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// 1. Dodge check (spec §5.2, §4.5)
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let effectiveDodge = enemy.dodgeChance;
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if (roomType === 'speed') {
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// Agile + speed room: additive dodge bonus, capped at 0.75
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const hasAgile = enemy.name.toLowerCase().includes('agile');
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if (hasAgile) {
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effectiveDodge = Math.min(0.75, enemy.dodgeChance + SPEED_ROOM_DODGE_BONUS);
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}
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}
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if (effectiveDodge > 0 && Math.random() < effectiveDodge) {
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addLog('Attack dodged!');
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return 0;
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}
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// 2. Barrier absorption (percentage, spec §5.2)
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if (enemy.barrier && enemy.barrier > 0) {
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dmg *= (1 - enemy.barrier);
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}
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// 3. Armor reduction — use effectiveArmor (after corrode) if available, else base armor (spec §5.2)
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const armorValue = (enemy as EnemyState & { effectiveArmor?: number }).effectiveArmor ?? enemy.armor;
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if (armorValue && armorValue > 0) {
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dmg *= (1 - armorValue);
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}
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return dmg;
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};
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// Local reference to the module-level applyEnemyDefenses
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const defApply = applyEnemyDefenses;
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/**
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* Create the onDamageDealt callback for this tick.
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@@ -150,7 +161,7 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
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}
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// Apply regular enemy defenses for ALL enemies (spec §5.2)
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dmg = applyEnemyDefenses(dmg, defCtx.enemy, defCtx.roomType, addLog);
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dmg = defApply(dmg, defCtx.enemy, defCtx.roomType, addLog);
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// Guardian-specific defensive pipeline (shield → barrier → health regen, spec §5.3)
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const guardian = getGuardianForFloor(ctx.combat.currentFloor);
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