fix: resolve 22 remaining issues - type exports, dead code, state mutations, orphaned components
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
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@@ -61,20 +61,6 @@ export function getDodgeChance(floor: number): number {
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);
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}
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// Get health regen for an enemy (0-1 as percentage of max HP per tick)
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export function getEnemyHealthRegen(floor: number, element: string): number {
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// Higher floors have a chance for enemies with health regen
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if (floor < 15) return 0;
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// Health regen becomes more common on higher floors
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const regenChance = Math.min(0.3, (floor - 15) * 0.005); // Max 30% chance
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if (Math.random() > regenChance) return 0;
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// Scale regen with floor (0.5% to 3% of max HP per tick)
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const floorProgress = Math.min(1, (floor - 15) / 85);
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return 0.005 + floorProgress * 0.025;
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}
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// Get barrier for an enemy (0-1 as percentage of max HP)
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export function getEnemyBarrier(floor: number, element: string): number {
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// Barrier appears on higher floors, more common with certain elements
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@@ -110,7 +96,6 @@ export function generateSwarmEnemies(floor: number): EnemyState[] {
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maxHP: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
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armor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
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dodgeChance: 0,
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healthRegen: getEnemyHealthRegen(floor, element),
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barrier: getEnemyBarrier(floor, element),
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element,
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});
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@@ -136,7 +121,6 @@ export function generateFloorState(floor: number): FloorState {
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maxHP: guardian.hp,
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armor: guardian.armor || 0,
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dodgeChance: 0,
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healthRegen: 0.01, // Guardians have 1% HP regen per tick
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barrier: 0,
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element: guardian.element,
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}],
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@@ -159,7 +143,6 @@ export function generateFloorState(floor: number): FloorState {
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maxHP: baseHP,
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armor: getFloorArmor(floor),
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dodgeChance: getDodgeChance(floor),
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healthRegen: getEnemyHealthRegen(floor, element),
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barrier: getEnemyBarrier(floor, element),
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element,
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}],
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@@ -192,7 +175,6 @@ export function generateFloorState(floor: number): FloorState {
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maxHP: baseHP,
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armor: getFloorArmor(floor),
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dodgeChance: 0,
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healthRegen: getEnemyHealthRegen(floor, element),
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barrier: getEnemyBarrier(floor, element),
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element,
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}],
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