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
+53 -42
View File
@@ -37,13 +37,62 @@ interface BuildCombatCallbacksParams {
effects: ComputedEffects;
maxMana: number;
addLog: (msg: string) => void;
useCombatStore: { setState: (s: Record<string, unknown>) => void };
useCombatStore: { setState: (s: Record<string, unknown>) => void; getState: () => Record<string, unknown> };
usePrestigeStore: { getState: () => { addDefeatedGuardian: (floor: number) => void } };
}
/** Speed-room bonus added to agile dodge chance (spec §4.5) */
const SPEED_ROOM_DODGE_BONUS = 0.20;
// ─── Standalone Enemy Defenses (for DoT/debuff pipeline) ─────────────────────
/**
* Apply regular enemy defenses: dodge → barrier → armor (spec §5.2).
* Returns modified damage, or 0 on dodge.
* Exported for use by the DoT/debuff tick processing system (spec §6.3).
*
* @param bypassArmor — if true, skip armor reduction entirely (spec §6.4, AC-13)
* @param bypassBarrier — if true, skip barrier absorption (spec §6.4)
*/
export function applyEnemyDefenses(
dmg: number,
enemy: EnemyState | null,
roomType: string,
addLog: (msg: string) => void,
bypassArmor?: boolean,
bypassBarrier?: boolean,
): number {
if (!enemy) return dmg;
// 1. Dodge check (spec §5.2, §4.5)
let effectiveDodge = enemy.dodgeChance;
if (roomType === 'speed') {
const hasAgile = enemy.name.toLowerCase().includes('agile');
if (hasAgile) {
effectiveDodge = Math.min(0.75, enemy.dodgeChance + SPEED_ROOM_DODGE_BONUS);
}
}
if (effectiveDodge > 0 && Math.random() < effectiveDodge) {
addLog('Attack dodged!');
return 0;
}
// 2. Barrier absorption (percentage, spec §5.2) — skipped if bypassBarrier
if (!bypassBarrier && enemy.barrier && enemy.barrier > 0) {
dmg *= (1 - enemy.barrier);
}
// 3. Armor reduction — skipped if bypassArmor (spec §6.4, AC-13)
if (!bypassArmor) {
const armorValue = (enemy as EnemyState & { effectiveArmor?: number }).effectiveArmor ?? enemy.armor;
if (armorValue && armorValue > 0) {
dmg *= (1 - armorValue);
}
}
return dmg;
}
export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
const { ctx, effects, maxMana, useCombatStore, usePrestigeStore } = params;
@@ -85,46 +134,8 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
return { ...enemy, barrier: recharged };
};
/**
* Apply regular enemy defenses: dodge → barrier → armor (spec §5.2).
* Returns modified damage, or 0 on dodge.
* This is the single defense pipeline used for ALL enemy hits (not just guardians).
*/
const applyEnemyDefenses = (
dmg: number,
enemy: EnemyState | null,
roomType: string,
addLog: (msg: string) => void,
): number => {
if (!enemy) return dmg;
// 1. Dodge check (spec §5.2, §4.5)
let effectiveDodge = enemy.dodgeChance;
if (roomType === 'speed') {
// Agile + speed room: additive dodge bonus, capped at 0.75
const hasAgile = enemy.name.toLowerCase().includes('agile');
if (hasAgile) {
effectiveDodge = Math.min(0.75, enemy.dodgeChance + SPEED_ROOM_DODGE_BONUS);
}
}
if (effectiveDodge > 0 && Math.random() < effectiveDodge) {
addLog('Attack dodged!');
return 0;
}
// 2. Barrier absorption (percentage, spec §5.2)
if (enemy.barrier && enemy.barrier > 0) {
dmg *= (1 - enemy.barrier);
}
// 3. Armor reduction — use effectiveArmor (after corrode) if available, else base armor (spec §5.2)
const armorValue = (enemy as EnemyState & { effectiveArmor?: number }).effectiveArmor ?? enemy.armor;
if (armorValue && armorValue > 0) {
dmg *= (1 - armorValue);
}
return dmg;
};
// Local reference to the module-level applyEnemyDefenses
const defApply = applyEnemyDefenses;
/**
* Create the onDamageDealt callback for this tick.
@@ -150,7 +161,7 @@ export function buildCombatCallbacks(params: BuildCombatCallbacksParams) {
}
// Apply regular enemy defenses for ALL enemies (spec §5.2)
dmg = applyEnemyDefenses(dmg, defCtx.enemy, defCtx.roomType, addLog);
dmg = defApply(dmg, defCtx.enemy, defCtx.roomType, addLog);
// Guardian-specific defensive pipeline (shield → barrier → health regen, spec §5.3)
const guardian = getGuardianForFloor(ctx.combat.currentFloor);