feat: implement DoT/debuff runtime system (spec §6, AC-12, AC-13)
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- 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
+32 -1
View File
@@ -5,8 +5,10 @@
import { SPELLS_DEF, HOURS_PER_TICK } from '../constants';
import { getGuardianForFloor } from '../data/guardian-encounters';
import type { CombatStore, CombatState } from './combat-state.types';
import type { SpellState } from '../types';
import type { SpellState, EnemyState } from '../types';
import { applyOnHitEffect, processDoTPhase } from './dot-runtime';
import type { ActiveGolem } from '../types';
import type { SpellOnHitEffect } from '../types/spells';
import { getFloorMaxHP, getFloorElement, getMultiElementBonus, calcDamage, canAffordSpellCost, deductSpellCost } from '../utils';
import { computeDisciplineEffects } from '../effects/discipline-effects';
import { processGolemMaintenance, processGolemAttacks } from './golem-combat-actions';
@@ -65,6 +67,14 @@ export function processCombatTick(
signedPacts: number[],
golemancyState: { activeGolems: ActiveGolem[] },
golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
applyEnemyDefenses: (
dmg: number,
enemy: EnemyState | null,
roomType: string,
addLog: (msg: string) => void,
bypassArmor?: boolean,
bypassBarrier?: boolean,
) => number,
): CombatTickResult {
const state = get();
const logMessages: string[] = [];
@@ -177,6 +187,9 @@ export function processCombatTick(
castProgress -= 1;
safetyCounter++;
// Apply on-hit effect (DoT/debuff) to enemy (spec §6.2)
applyOnHitEffect(get, set, spellId, logMessages);
// Check if room/floor is cleared
if (floorHP <= 0) {
const guardian = getGuardianForFloor(currentFloor);
@@ -302,6 +315,24 @@ export function processCombatTick(
currentFloor = postGolemState.currentFloor;
}
// ─── DoT/Debuff tick processing (spec §6.3) ──────────────────────────
// Process after all weapon/golem attacks
if (floorHP > 0) {
const doTDamage = processDoTPhase(get, set, applyEnemyDefenses, logMessages);
floorHP = Math.max(0, floorHP - doTDamage);
// Check if DoT cleared the room
if (floorHP <= 0) {
const guardian = getGuardianForFloor(currentFloor);
onFloorCleared(currentFloor, !!guardian);
get().advanceRoomOrFloor();
const newState = get();
currentFloor = newState.currentFloor;
floorMaxHP = newState.floorMaxHP;
floorHP = newState.floorHP;
}
}
const newMaxFloorReached = Math.max(state.maxFloorReached, currentFloor);
return {