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
+2
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@@ -65,6 +65,8 @@ export function generateSwarmEnemies(floor: number): EnemyState[] {
dodgeChance: 0,
barrier: getEnemyBarrier(floor, element),
element,
activeEffects: [],
effectiveArmor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
});
}
return enemies;