fix: resolve 22 remaining issues - type exports, dead code, state mutations, orphaned components
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This commit is contained in:
2026-05-18 21:03:43 +02:00
parent a9918e83a6
commit c3a5f333da
31 changed files with 108 additions and 1519 deletions
-18
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@@ -61,20 +61,6 @@ export function getDodgeChance(floor: number): number {
);
}
// Get health regen for an enemy (0-1 as percentage of max HP per tick)
export function getEnemyHealthRegen(floor: number, element: string): number {
// Higher floors have a chance for enemies with health regen
if (floor < 15) return 0;
// Health regen becomes more common on higher floors
const regenChance = Math.min(0.3, (floor - 15) * 0.005); // Max 30% chance
if (Math.random() > regenChance) return 0;
// Scale regen with floor (0.5% to 3% of max HP per tick)
const floorProgress = Math.min(1, (floor - 15) / 85);
return 0.005 + floorProgress * 0.025;
}
// Get barrier for an enemy (0-1 as percentage of max HP)
export function getEnemyBarrier(floor: number, element: string): number {
// Barrier appears on higher floors, more common with certain elements
@@ -110,7 +96,6 @@ export function generateSwarmEnemies(floor: number): EnemyState[] {
maxHP: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
armor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
dodgeChance: 0,
healthRegen: getEnemyHealthRegen(floor, element),
barrier: getEnemyBarrier(floor, element),
element,
});
@@ -136,7 +121,6 @@ export function generateFloorState(floor: number): FloorState {
maxHP: guardian.hp,
armor: guardian.armor || 0,
dodgeChance: 0,
healthRegen: 0.01, // Guardians have 1% HP regen per tick
barrier: 0,
element: guardian.element,
}],
@@ -159,7 +143,6 @@ export function generateFloorState(floor: number): FloorState {
maxHP: baseHP,
armor: getFloorArmor(floor),
dodgeChance: getDodgeChance(floor),
healthRegen: getEnemyHealthRegen(floor, element),
barrier: getEnemyBarrier(floor, element),
element,
}],
@@ -192,7 +175,6 @@ export function generateFloorState(floor: number): FloorState {
maxHP: baseHP,
armor: getFloorArmor(floor),
dodgeChance: 0,
healthRegen: getEnemyHealthRegen(floor, element),
barrier: getEnemyBarrier(floor, element),
element,
}],