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)
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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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