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
+4
View File
@@ -28,6 +28,7 @@ import { buildGolemCombatPipeline } from './pipelines/golem-combat';
import type { TickContext, TickWrites } from './tick-pipeline';
import type { GameCoordinatorState } from './gameStore.types';
import type { EnemyState } from '../types';
import { applyEnemyDefenses as applyEnemyDefensesFromPipeline } from './pipelines/combat-tick';
export interface GameCoordinatorStore extends GameCoordinatorState {
tick: () => void;
@@ -309,6 +310,9 @@ export const useGameStore = create<GameCoordinatorStore>()(
ctx.prestige.signedPacts,
{ activeGolems: golemPipeline.activeGolems },
golemPipeline.golemApplyDamageToRoom,
(dmg, enemy, roomType, addLogFn, bypassArmor, bypassBarrier) => applyEnemyDefensesFromPipeline(
dmg, enemy, roomType, addLogFn, bypassArmor, bypassBarrier,
),
);
rawMana = combatResult.rawMana;
elements = combatResult.elements;