feat: redesign golemancy system spec - component-based construction (Core + Frame + Mind Circuit + Enchantments)
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@@ -1,29 +1,21 @@
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# Golemancy System — Design Spec
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# Golemancy System — Design Spec (Redesign)
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> Describes the Fabricator attunement's combat system: golem types, loadout
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> configuration, summoning lifecycle, maintenance costs, room duration, combat
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> behavior, and discipline interactions.
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>
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> **⚠ Undergoing full redesign (see issue #268).** The golemancy system is being
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> redesigned from predefined golem types to a component-based construction system
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> (Core + Frame + Mind Circuit + Enchantments). The current data definitions exist
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> but are disconnected from the combat pipeline.
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> Describes the Fabricator attunement's combat system using the new **component-based construction system** (Core + Frame + Mind Circuit + Enchantments).
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> This replaces the previous predefined golem type system.
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> See Gitea issue #268 for the full redesign rationale.
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---
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## 1. Objective
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Golemancy is the Fabricator attunement's combat contribution. The player configures
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a golem loadout outside the spire, then golems are automatically summoned at each
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room entry, fight alongside the player, and disappear after a fixed number of rooms
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or if their maintenance cost cannot be met.
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Golemancy is the Fabricator attunement's combat contribution. The player **designs** custom golems by assembling components, then configures a loadout of these custom golems outside the spire. Golems are automatically summoned at each room entry, fight alongside the player, and disappear after a fixed number of rooms or if their maintenance cost cannot be met.
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**Design goals:**
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- Golems provide parallel combat damage independent of the player's spells
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- Different golem types offer tactical variety (single-target, AoE, fast, tanky)
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- Maintenance cost and room duration create resource management decisions
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- Hybrid golems require dual-attunement investment (Enchanter 5 + Fabricator 5)
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- Golem loadout configuration outside spire allows strategic planning
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- Deep customization: players build golems from components rather than selecting predefined types
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- Strategic resource management: Core determines mana types, capacity, regen, and upkeep
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- Meaningful progression: higher-tier components unlock through attunement investment
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- Guardian Constructs: ultimate endgame golems requiring Invoker 5 + Fabricator 5 + Guardian Core
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- Component synergy: Frame + Core + Mind Circuit + Enchantments create unique builds
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---
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@@ -48,184 +40,333 @@ attunementSlots = floor(fabricatorLevel / 2)
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### 2.2 From Discipline
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The Golem Crafting discipline provides:
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The **Golem Crafting** discipline provides:
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- Base `golemCapacity`: +2
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- Perk `golem-2` (capped, threshold 500, maxTier 2): +1 per tier = up to +2
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**Maximum total golem slots: 5 (attunement) + 2 (discipline) = 7**
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> **Note:** The AGENTS.md states `floor(fabricatorLevel / 2)` with max 5 at level 10.
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> The discipline-based capacity is additive on top of this.
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---
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## 3. Component-Based Construction
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Every golem consists of **three mandatory components** and **one optional component**:
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1. **Core** — Power source, determines mana types, capacity, regen, upkeep, duration
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2. **Frame** — Physical combat characteristics (damage, speed, armor pierce, magic affinity, special)
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3. **Mind Circuit** — Behavior logic (basic attacks, spell casting, spell selection)
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4. **Enchantments** (optional) — Sword effects applied to basic attacks
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The player designs golems in the Golemancy tab by selecting one of each mandatory component, then optionally adding enchantments.
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---
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## 3. Golem Loadout Configuration
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## 4. Core
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The player configures a **golem loadout** from the Golemancy tab before entering
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the spire. The loadout defines which golems to attempt to summon and in what order.
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This configuration persists across rooms but not across spire runs.
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The Core acts as the golem's power source. It determines:
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The loadout is a prioritized list of golem IDs. On each room entry, the system
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iterates the loadout in order, attempting to summon each golem.
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- **Mana Types Available** — Which mana types the golem can use for spells/upkeep
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- **Mana Capacity** — Maximum mana the golem can hold
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- **Mana Regeneration** — Mana restored per in-game hour
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- **Summon Duration** — Max rooms the golem persists (`maxRoomDuration`)
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- **Player Upkeep Cost** — Mana cost per hour to maintain the golem
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**Player upkeep formula:**
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```
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Upkeep per hour = Mana Regen × 2
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```
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(This is deducted from the player's mana pools each tick)
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### 4.1 Core Tiers
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| Core Tier | Mana Types | Mana Capacity | Mana Regen | Max Room Duration | Summon Cost | Upkeep Cost (per hr) | Unlock Requirement |
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|---|---|---|---|---|---|---|---|
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| **Basic Core** | 1 (Earth) | 50 | 0.5 | 3 | 10 Earth | 1.0 Earth | Fabricator 2 |
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| **Intermediate Core** | 2 | 100 | 1.5 | 4 | 20 Crystal | 3.0 Crystal | Fabricator 4, Enchanter 2 |
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| **Advanced Core** | 3 | 200 | 3.0 | 5 | 30 Crystal | 6.0 Crystal | Fabricator 6, Enchanter 3 |
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| **Guardian Core** | Guardian-specific | 500 | 10.0 | 8 | Guardian-specific | 20.0 Guardian-specific | Invoker 5 + Fabricator 5, Guardian Pact signed |
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### 4.2 Core Mana Types
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- **Basic Core:** Only Earth mana
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- **Intermediate Core:** Player chooses 2 mana types from unlocked elements
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- **Advanced Core:** Player chooses 3 mana types from unlocked elements
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- **Guardian Core:** Provides **all mana types granted by the chosen Guardian** (e.g., a Metal Guardian Core provides Metal + Earth + Lightning)
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### 4.3 Guardian Core
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**Requirements:**
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- Invoker Attunement 5
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- Fabricator Attunement 5
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- Guardian Pact signed (for the specific guardian)
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**Properties:**
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- Provides all mana types granted by the chosen Guardian
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- Massive mana capacity (500) and regeneration (10/hr)
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- **Required for Guardian Constructs** (see §8)
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- Summon cost and upkeep use Guardian-specific mana types
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---
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## 4. All 10 Golem Types
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## 5. Frame
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### 4.1 Base Golems (1)
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The Frame determines the golem's physical combat characteristics.
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| Field | Earth Golem |
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### 5.1 Frame Statistics
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| Stat | Description |
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|---|---|
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| **ID** | `earthGolem` |
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| **Tier** | 1 |
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| **Element** | Earth |
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| **Damage** | 8 |
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| **Attack Speed** | 1.5/hr |
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| **HP** (display) | 50 |
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| **Armor Pierce** | 15% |
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| **AoE** | No |
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| **Max Room Duration** | 3 |
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| **Summon Cost** | 10 earth |
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| **Maintenance Cost** | 0.5 earth/hr |
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| **Unlock** | Fabricator level 2 |
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| **Damage** | Base damage per basic attack |
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| **Speed** | Attack speed (attacks per in-game hour) |
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| **Armor Pierce** | Fraction of enemy armor bypassed (0–1) |
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| **Magic Affinity** | Percentage — determines spell damage efficiency (50% = spells deal 50% normal damage) |
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| **Special Effect** | Unique passive or active ability |
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### 4.2 Elemental Golems (3)
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### 5.2 Frame Definitions
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| Field | Steel Golem | Crystal Golem | Sand Golem |
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|---|---|---|---|
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| **ID** | `steelGolem` | `crystalGolem` | `sandGolem` |
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| **Tier** | 2 | 3 | 2 |
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| **Element** | Metal | Crystal | Sand |
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| **Damage** | 12 | 18 | 10 |
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| **Attack Speed** | 1.2/hr | 1.0/hr | 2.0/hr |
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| **HP** (display) | 60 | 40 | 45 |
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| **Armor Pierce** | 35% | 25% | 15% |
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| **AoE** | No | No | **Yes (2 targets)** |
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| **Max Room Duration** | 3 | 4 | 3 |
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| **Summon Cost** | 8 metal + 5 earth | 6 crystal + 3 earth | 10 sand + 4 earth |
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| **Maintenance Cost** | 0.6 metal + 0.2 earth/hr | 0.4 crystal + 0.2 earth/hr | 0.6 sand + 0.25 earth/hr |
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| **Unlock** | Metal mana unlocked | Crystal mana unlocked | Sand mana unlocked |
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| Frame | Damage | Speed | Armor Pierce | Magic Affinity | Special Effect | Unlock Requirement |
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|---|---|---|---|---|---|---|
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| **Earth** | Very Low | Medium | Very Low | Very Low | None | Fabricator 2 |
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| **Sand** | Low–Medium | Slow | **Very High** | Medium | **AoE** (attacks hit 2 targets) | Sand mana unlocked |
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| **Frost** | Medium | Medium | Medium | **High** | Attacks apply **Slow** | Frost mana unlocked |
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| **Crystal** | High | Fast | Medium–Low | **Very High** | None | Crystal mana unlocked |
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| **Steel** | Very High | Fast | High | Medium | None | Metal mana unlocked |
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| **Shadowglass** | Very High | **Very Fast** | Very High | **Very High** | **AoE** (attacks hit 2 targets) | Shadow Glass mana unlocked |
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| **Crystal-Steel Hybrid** | **Very High** | **Very Fast** | **Very High** | **Highest** | Supports Guardian Constructs | Fabricator 5 |
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### 4.3 Hybrid Golems (6) — Require Enchanter 5 + Fabricator 5
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### 5.3 Crystal-Steel Hybrid Frame
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| Field | Lava Golem | Galvanic Golem | Obsidian Golem |
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|---|---|---|---|
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| **ID** | `lavaGolem` | `galvanicGolem` | `obsidianGolem` |
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| **Tier** | 3 | 3 | 4 |
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| **Elements** | Earth + Fire | Metal + Lightning | Earth + Dark |
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| **Damage** | 15 | 10 | 25 |
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| **Attack Speed** | 1.0/hr | 3.5/hr | 0.8/hr |
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| **HP** (display) | 70 | 45 | 55 |
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| **Armor Pierce** | 20% | 45% | 50% |
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| **AoE** | **Yes (2 targets)** | No | No |
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| **Max Room Duration** | 4 | 4 | 5 |
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| **Summon Cost** | 15 earth + 12 fire | 12 metal + 8 lightning | 18 earth + 10 dark |
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| **Maintenance Cost** | 0.6 earth + 0.7 fire/hr | 0.4 metal + 0.7 lightning/hr | 0.5 earth + 0.6 dark/hr |
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| **Special** | Burn DoT | Lightning Speed | Devastating Strike |
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| **Unlock** | Enchanter 5 + Fabricator 5 | Enchanter 5 + Fabricator 5 | Enchanter 5 + Fabricator 5 |
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**Requirements:**
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- Fabricator Attunement 5
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| Field | Prism Golem | Quicksilver Golem | Voidstone Golem |
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|---|---|---|---|
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| **ID** | `prismGolem` | `quicksilverGolem` | `voidstoneGolem` |
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| **Tier** | 4 | 3 | 4 |
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| **Elements** | Crystal + Light | Metal + Water | Earth + Void |
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| **Damage** | 28 | 14 | **40** |
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| **Attack Speed** | 2.0/hr | **4.0/hr** | 0.6/hr |
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| **HP** (display) | 60 | 55 | **100** |
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| **Armor Pierce** | 45% | 35% | **60%** |
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| **AoE** | **Yes (3 targets)** | No | **Yes (3 targets)** |
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| **Max Room Duration** | 5 | 4 | 5 |
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| **Summon Cost** | 16 crystal + 10 light | 10 metal + 8 water | 22 earth + 14 void |
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| **Maintenance Cost** | 0.6 crystal + 0.6 light/hr | 0.4 metal + 0.4 water/hr | 0.5 earth + 0.9 void/hr |
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| **Special** | Piercing Beams | Flow (evasion) | Void Infusion |
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| **Unlock** | Enchanter 5 + Fabricator 5 | Enchanter 5 + Fabricator 5 | Enchanter 5 + Fabricator 5 |
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### 4.4 Summary Table
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| Golem | Tier | DMG | SPD | HP | Pierce | AoE | Targets | Rooms | Unlock |
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|---|---|---|---|---|---|---|---|---|---|
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| Earth | 1 | 8 | 1.5 | 50 | 15% | No | 1 | 3 | Fabricator Lv2 |
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| Steel | 2 | 12 | 1.2 | 60 | 35% | No | 1 | 3 | Metal mana |
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| Crystal | 3 | 18 | 1.0 | 40 | 25% | No | 1 | 4 | Crystal mana |
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| Sand | 2 | 10 | 2.0 | 45 | 15% | Yes | 2 | 3 | Sand mana |
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| Lava | 3 | 15 | 1.0 | 70 | 20% | Yes | 2 | 4 | Ench5+Fab5 |
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| Galvanic | 3 | 10 | 3.5 | 45 | 45% | No | 1 | 4 | Ench5+Fab5 |
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| Obsidian | 4 | 25 | 0.8 | 55 | 50% | No | 1 | 5 | Ench5+Fab5 |
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| Prism | 4 | 28 | 2.0 | 60 | 45% | Yes | 3 | 5 | Ench5+Fab5 |
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| Quicksilver | 3 | 14 | 4.0 | 55 | 35% | No | 1 | 4 | Ench5+Fab5 |
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| Voidstone | 4 | 40 | 0.6 | 100 | 60% | Yes | 3 | 5 | Ench5+Fab5 |
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**Properties:**
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- Only frame capable of housing a **Guardian Core**
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- **Required for all Guardian Constructs**
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- Highest combined stats of any frame
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---
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## 5. Summoning on Room Entry
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## 6. Mind Circuit
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The Mind Circuit controls the golem's behavior and spell usage.
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### 6.1 Simple Logic Circuit
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| Property | Value |
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|---|---|
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| **Cost** | Earth Mana (summon) |
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| **Behavior** | Performs basic attacks only. Targets nearest enemy. |
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| **Requirements** | None |
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| **Spell Slots** | 0 |
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### 6.2 Intermediate Logic Circuit
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| Property | Value |
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|---|---|
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| **Cost** | Crystal Mana (summon) |
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| **Behavior** | Player selects **1 spell** from unlocked Spell Enchantments (caster pool). Golem attempts to cast the spell whenever enough mana is available. Otherwise performs basic attacks. |
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| **Requirements** | Enchanter 2 + Fabricator 3 |
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| **Spell Slots** | 1 |
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### 6.3 Advanced Logic Circuit
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| Property | Value |
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|---|---|
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| **Cost** | Crystal Mana (summon) |
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| **Behavior** | Player selects **2 spells**. Golem alternates: Spell A → Spell B → Spell A → Spell B... If unable to cast (insufficient mana), performs basic attacks. |
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| **Requirements** | Enchanter 3 + Fabricator 4 |
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| **Spell Slots** | 2 (alternating) |
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### 6.4 Guardian Circuit
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| Property | Value |
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|---|---|
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| **Cost** | Guardian-specific mana (summon) |
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| **Behavior** | Required for Guardian Constructs. Player selects **1 spell for each mana type** available to the Guardian Core. Cycles through all selected spells in order. |
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| **Requirements** | Invoker 5 + Fabricator 5 |
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| **Spell Slots** | = Number of mana types from Guardian Core (typically 3–4) |
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---
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## 7. Enchantments (Optional)
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Enchantments add sword effects to a golem's **basic attacks**.
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**Requirements:**
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- Enchanter Attunement 5
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- Fabricator Attunement 5
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**Enchantment Capacity:**
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Determined by: `Frame.MagicAffinity × Core.TierMultiplier`
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- Basic Core: ×1.0
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- Intermediate Core: ×1.5
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- Advanced Core: ×2.0
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- Guardian Core: ×3.0
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Each enchantment consumes capacity. Capacity is a soft limit — exceeding it reduces Magic Affinity proportionally.
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**Summon Cost Increase:**
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```
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Summon Cost += Enchantment Base Cost (per enchantment)
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```
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### 7.1 Enchantment Examples
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| Enchantment | Effect on Basic Attack |
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|---|---|
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| **Sword_Fire** | Applies **Burn** DoT |
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| **Sword_Frost** | Applies additional **Slow** |
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| **Sword_Lightning** | Chance to **Shock** (stun) |
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| **Sword_Shadow** | Chance to **Weaken** (reduce enemy damage) |
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| **Sword_Metal** | Bonus **Armor Pierce** |
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| **Sword_Crystal** | Bonus **Critical Chance** |
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*(Full list mirrors sword enchantment effects from the enchanting system)*
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---
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## 8. Guardian Constructs
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Guardian Constructs are the ultimate golems, combining a **Guardian Core** + **Crystal-Steel Hybrid Frame** + **Guardian Circuit** + Enchantments.
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### 8.1 Requirements
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- Invoker Attunement 5
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- Fabricator Attunement 5
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- Guardian Pact signed for the chosen guardian
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- Guardian Core (crafted from guardian materials)
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### 8.2 Properties
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- **Mana Types:** All types granted by the Guardian (e.g., Metal Guardian → Metal, Earth, Lightning)
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- **Frame:** Must use Crystal-Steel Hybrid Frame
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- **Mind Circuit:** Must use Guardian Circuit
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- **Spell Selection:** One spell per mana type, cycled in order
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- **Enchantments:** Can apply enchantments up to high capacity (Guardian Core ×3.0 multiplier)
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- **Duration:** 8 rooms (Guardian Core base)
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- **Power Level:** Highest in the game — intended for endgame spire pushing
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---
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## 9. Golem Loadout Configuration
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The player configures a **golem loadout** from the Golemancy tab before entering the spire.
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- Each loadout slot contains a **complete golem design** (Core + Frame + Mind Circuit + Enchantments)
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- The loadout is a prioritized list of golem designs
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- On each room entry, the system iterates the loadout in order, attempting to summon each golem
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- Loadout persists across rooms but **not** across spire runs
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---
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## 10. Summoning on Room Entry
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When the player enters a new combat room:
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```
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onRoomEntry():
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for each golem in golemLoadout:
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if player has enough mana of golem.summonCostType >= golem.summonCost:
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deductMana(golem.summonCost, golem.summonCostType)
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for each golemDesign in golemLoadout:
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totalSummonCost = golemDesign.core.summonCost
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+ golemDesign.frame.summonCost
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+ golemDesign.mindCircuit.summonCost
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+ sum(golemDesign.enchantments[i].summonCost)
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if player has enough mana for totalSummonCost:
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deductMana(totalSummonCost)
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activeGolems.push({
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...golemDef,
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roomsRemaining: golemDef.maxRoomDuration,
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...golemDesign,
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roomsRemaining: golemDesign.core.maxRoomDuration,
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attackProgress: 0,
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currentMana: golemDesign.core.manaCapacity, // starts full
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})
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activityLog("${golem.name} summoned")
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activityLog("${golemDesign.name} summoned")
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else:
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activityLog("Not enough mana to summon ${golem.name} — skipped")
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activityLog("Not enough mana to summon ${golemDesign.name} — skipped")
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```
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**Key rules:**
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- Golems that cannot be summoned (insufficient mana) are **not re-attempted** within the same room
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- Failed golems will be attempted again on the next room entry
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- Summoning order follows the loadout priority list
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- Golem starts with full mana (from Core capacity)
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---
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## 6. Golem Combat
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## 11. Golem Combat
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||||
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Each active golem attacks on its own `attackProgress` timer, identical to swords:
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Each active golem attacks on its own `attackProgress` timer:
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```
|
||||
golemProgress += HOURS_PER_TICK × golem.attackSpeed
|
||||
golemProgress += HOURS_PER_TICK × golem.frame.attackSpeed
|
||||
while golemProgress >= 1:
|
||||
dmg = golem.baseDamage
|
||||
if golem.element:
|
||||
dmg ×= getElementalBonus(golem.element, enemy.element)
|
||||
applyGolemEffects(golem, dmg, enemy)
|
||||
applyDamageToRoom(dmg)
|
||||
if golem.mindCircuit.hasSpells and golem.currentMana >= spellCost:
|
||||
castSpell(golem, spell)
|
||||
golem.currentMana -= spellCost
|
||||
else:
|
||||
dmg = golem.frame.baseDamage
|
||||
if golem.frame.element:
|
||||
dmg ×= getElementalBonus(golem.frame.element, enemy.element)
|
||||
applyGolemEffects(golem, dmg, enemy) // includes enchantment effects
|
||||
applyDamageToRoom(dmg)
|
||||
golemProgress -= 1
|
||||
```
|
||||
|
||||
**Spell Casting:**
|
||||
- Spell damage = `baseSpellDamage × golem.frame.magicAffinity`
|
||||
- Spell uses golem's mana pool (not player's)
|
||||
- Golem mana regenerates at `core.manaRegen` per hour
|
||||
|
||||
**Key rules:**
|
||||
- Golems ignore Executioner and Berserker discipline specials
|
||||
- AoE golems distribute damage across multiple targets
|
||||
- Elemental matchup applies if the golem has an element
|
||||
- AoE frames (Sand, Shadowglass) distribute damage across multiple targets
|
||||
- Elemental matchup applies if the frame has an element
|
||||
- Enchantment effects apply to basic attacks only
|
||||
|
||||
---
|
||||
|
||||
## 7. Maintenance Cost
|
||||
## 12. Golem Mana & Regeneration
|
||||
|
||||
Each tick, each active golem checks its maintenance cost:
|
||||
Each golem has its **own mana pool** (separate from player):
|
||||
|
||||
- **Capacity:** Determined by Core tier
|
||||
- **Regeneration:** `core.manaRegen` per in-game hour (ticks every game tick)
|
||||
- **Usage:** Spells consume golem mana; basic attacks are free
|
||||
|
||||
```
|
||||
tickGolemMana(golem):
|
||||
golem.currentMana = min(golem.core.manaCapacity, golem.currentMana + golem.core.manaRegen × HOURS_PER_TICK)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 13. Maintenance Cost (Player Upkeep)
|
||||
|
||||
Each tick, each active golem checks its **player upkeep cost** (derived from Core):
|
||||
|
||||
```
|
||||
tickGolemMaintenance(golem):
|
||||
if player mana[golem.maintenanceCostType] >= golem.maintenanceCost × HOURS_PER_TICK:
|
||||
deductMana(golem.maintenanceCost × HOURS_PER_TICK, golem.maintenanceCostType)
|
||||
upkeepPerHour = golem.core.manaRegen × 2
|
||||
upkeepPerTick = upkeepPerHour × HOURS_PER_TICK
|
||||
|
||||
// Upkeep uses the Core's primary mana type(s)
|
||||
// For multi-type cores, cost is split evenly across types
|
||||
|
||||
if player has enough mana for upkeepPerTick:
|
||||
deductMana(upkeepPerTick, golem.core.primaryManaTypes)
|
||||
else:
|
||||
dismiss(golem)
|
||||
activityLog("${golem.name} dismissed — insufficient ${golem.maintenanceCostType} mana")
|
||||
activityLog("${golem.name} dismissed — insufficient mana for upkeep")
|
||||
```
|
||||
|
||||
**Key rules:**
|
||||
- Upkeep is paid from **player's mana**, not golem's mana
|
||||
- A dismissed golem is **not re-summoned mid-room**
|
||||
- It will be re-attempted on the next room entry if mana has recovered
|
||||
- Maintenance is checked every tick, not just on room transitions
|
||||
|
||||
---
|
||||
|
||||
## 8. Room Duration Limit
|
||||
## 14. Room Duration Limit
|
||||
|
||||
```
|
||||
onRoomCleared():
|
||||
@@ -243,92 +384,168 @@ onRoomCleared():
|
||||
|
||||
---
|
||||
|
||||
## 9. Golem Data Shape
|
||||
## 15. Golem Design Data Shape
|
||||
|
||||
```typescript
|
||||
interface GolemDefinition {
|
||||
id: string;
|
||||
name: string;
|
||||
tier: number; // 1–4 (determines general power)
|
||||
interface GolemDesign {
|
||||
id: string; // Player-assigned or auto-generated
|
||||
name: string; // Player-defined name
|
||||
core: CoreDefinition;
|
||||
frame: FrameDefinition;
|
||||
mindCircuit: MindCircuitDefinition;
|
||||
enchantments: EnchantmentDefinition[]; // Optional, 0-N
|
||||
|
||||
// Computed fields (derived from components)
|
||||
maxRoomDuration: number;
|
||||
totalSummonCost: ManaCost[];
|
||||
upkeepCostPerHour: ManaCost[];
|
||||
manaCapacity: number;
|
||||
manaRegen: number;
|
||||
baseDamage: number;
|
||||
attackSpeed: number; // attacks per in-game hour
|
||||
element?: ElementType; // optional elemental type for matchup
|
||||
maxRoomDuration: number; // rooms before disappearing
|
||||
summonCost: number;
|
||||
summonCostType: ElementType | 'raw';
|
||||
maintenanceCost: number; // per in-game hour
|
||||
maintenanceCostType: ElementType | 'raw';
|
||||
onHitEffect?: GolemHitEffect; // DoT, AoE, etc.
|
||||
armorPierce?: number; // 0-1, bypasses this fraction of enemy armor
|
||||
aoe?: boolean;
|
||||
aoeTargets?: number;
|
||||
attackSpeed: number;
|
||||
armorPierce: number;
|
||||
magicAffinity: number;
|
||||
aoeTargets: number;
|
||||
spellSlots: number;
|
||||
availableManaTypes: string[];
|
||||
}
|
||||
```
|
||||
|
||||
Component definitions:
|
||||
|
||||
```typescript
|
||||
interface CoreDefinition {
|
||||
id: 'basic' | 'intermediate' | 'advanced' | 'guardian';
|
||||
tier: 1 | 2 | 3 | 4;
|
||||
manaTypes: string[]; // Player-selected (for intermediate/advanced/guardian)
|
||||
manaCapacity: number;
|
||||
manaRegen: number;
|
||||
maxRoomDuration: number;
|
||||
summonCost: ManaCost[];
|
||||
primaryManaType: string; // For upkeep calculation
|
||||
}
|
||||
|
||||
interface FrameDefinition {
|
||||
id: 'earth' | 'sand' | 'frost' | 'crystal' | 'steel' | 'shadowglass' | 'crystalSteelHybrid';
|
||||
baseDamage: number;
|
||||
attackSpeed: number;
|
||||
armorPierce: number;
|
||||
magicAffinity: number; // 0.0–1.0+
|
||||
aoeTargets: number;
|
||||
element?: string; // For elemental matchup
|
||||
specialEffect: 'none' | 'aoe' | 'slow' | 'guardianConstruct';
|
||||
summonCost: ManaCost[];
|
||||
}
|
||||
|
||||
interface MindCircuitDefinition {
|
||||
id: 'simple' | 'intermediate' | 'advanced' | 'guardian';
|
||||
spellSlots: number;
|
||||
spellSelection: string[]; // Spell IDs selected by player
|
||||
behavior: 'basicOnly' | 'castSpell1' | 'alternate2' | 'cycleAll';
|
||||
summonCost: ManaCost[];
|
||||
}
|
||||
|
||||
interface EnchantmentDefinition {
|
||||
id: string; // e.g., 'sword_fire'
|
||||
effect: string; // Effect description
|
||||
capacityCost: number;
|
||||
summonCost: ManaCost[];
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 10. Discipline Interactions
|
||||
## 16. Discipline Interactions
|
||||
|
||||
### 10.1 Golem Crafting Discipline
|
||||
### 16.1 Golem Crafting Discipline
|
||||
|
||||
| Perk | Effect |
|
||||
|---|---|
|
||||
| `golem-1` (once @ 200 XP) | Unlocks golem summoning ability |
|
||||
| `golem-1` (once @ 200 XP) | Unlocks golem **design** ability (can create custom golems) |
|
||||
| `golem-2` (capped @ 500, maxTier 2) | +1 Golem Capacity per tier (max +2) |
|
||||
|
||||
### 10.2 Fabricator Level
|
||||
### 16.2 Fabricator Level
|
||||
|
||||
Directly determines base golem slots: `floor(fabricatorLevel / 2)`.
|
||||
|
||||
### 10.3 Dual Attunement Requirement
|
||||
### 16.3 Component Unlocks via Attunements
|
||||
|
||||
All 6 hybrid golems require **Enchanter 5 + Fabricator 5**. This means the player
|
||||
must have both attunements active and leveled to at least 5 to access the most
|
||||
powerful golem types.
|
||||
| Component | Unlock Requirement |
|
||||
|---|---|
|
||||
| Basic Core | Fabricator 2 |
|
||||
| Intermediate Core | Fabricator 4 + Enchanter 2 |
|
||||
| Advanced Core | Fabricator 6 + Enchanter 3 |
|
||||
| Guardian Core | Invoker 5 + Fabricator 5 + Guardian Pact |
|
||||
| Earth Frame | Fabricator 2 |
|
||||
| Sand Frame | Sand mana unlocked |
|
||||
| Frost Frame | Frost mana unlocked |
|
||||
| Crystal Frame | Crystal mana unlocked |
|
||||
| Steel Frame | Metal mana unlocked |
|
||||
| Shadowglass Frame | Shadow Glass mana unlocked |
|
||||
| Crystal-Steel Hybrid Frame | Fabricator 5 |
|
||||
| Simple Logic Circuit | None |
|
||||
| Intermediate Logic Circuit | Enchanter 2 + Fabricator 3 |
|
||||
| Advanced Logic Circuit | Enchanter 3 + Fabricator 4 |
|
||||
| Guardian Circuit | Invoker 5 + Fabricator 5 |
|
||||
| Enchantments | Enchanter 5 + Fabricator 5 |
|
||||
|
||||
---
|
||||
|
||||
## 11. Known Gaps / Implementation Status
|
||||
## 17. Known Gaps / Implementation Status
|
||||
|
||||
| Feature | Status |
|
||||
|---|---|
|
||||
| Golem data definitions | ✅ Complete (10 golems in `data/golems/`) |
|
||||
| Golem loadout UI | ✅ Partial (GolemancyTab exists) |
|
||||
| Summoning on room entry | ❌ Not wired into combat tick |
|
||||
| Maintenance cost per tick | ❌ Not wired into combat tick |
|
||||
| Room duration tracking | ❌ Not wired into room clear |
|
||||
| Golem combat (attack timer) | ❌ Not wired into combat tick |
|
||||
| Golemancy combat pipeline | ❌ `golem-combat-actions.ts` exists but disconnected |
|
||||
| Core definitions & data | ❌ Not implemented |
|
||||
| Frame definitions & data | ❌ Not implemented |
|
||||
| Mind Circuit definitions & data | ❌ Not implemented |
|
||||
| Enchantment system for golems | ❌ Not implemented |
|
||||
| Golem design builder UI | ❌ Not implemented |
|
||||
| Golem loadout with designs | ❌ Not implemented |
|
||||
| Golem mana pool & regen | ❌ Not implemented |
|
||||
| Spell casting from golem mana | ❌ Not implemented |
|
||||
| Guardian Core + Guardian Constructs | ❌ Not implemented |
|
||||
| Summoning on room entry (new system) | ❌ Not implemented |
|
||||
| Maintenance cost (player upkeep) | ❌ Not implemented |
|
||||
| Room duration tracking | ❌ Not implemented |
|
||||
| Golem combat (new system) | ❌ Not implemented |
|
||||
|
||||
---
|
||||
|
||||
## 12. Acceptance Criteria
|
||||
## 18. Acceptance Criteria
|
||||
|
||||
| # | Criterion |
|
||||
|---|---|
|
||||
| AC-1 | Golem slots = `floor(fabricatorLevel / 2)` + discipline bonus. |
|
||||
| AC-2 | Golems are summoned on room entry if mana allows; failed summons are skipped for that room. |
|
||||
| AC-3 | Each golem attacks on its own timer using its `attackSpeed` stat. |
|
||||
| AC-4 | Elemental matchup applies to golem attacks when the golem has an element. |
|
||||
| AC-5 | AoE golems distribute damage across `aoeTargets` enemies. |
|
||||
| AC-6 | Maintenance cost is deducted each tick; golems dismiss if cost cannot be met. |
|
||||
| AC-7 | Dismissed golems are not re-summoned mid-room. |
|
||||
| AC-8 | Room duration ticks down on room clear, not entry. |
|
||||
| AC-9 | Golems disappear after `maxRoomDuration` rooms. |
|
||||
| AC-10 | Hybrid golems require Enchanter 5 + Fabricator 5. |
|
||||
| AC-11 | Golem loadout is configured outside the spire and persists across rooms. |
|
||||
| AC-12 | Golem HP is display-only; golems don't take damage from enemies. |
|
||||
| AC-1 | Player can design golems by selecting Core + Frame + Mind Circuit + Enchantments |
|
||||
| AC-2 | Core determines mana types, capacity, regen, duration, and upkeep cost |
|
||||
| AC-3 | Frame determines damage, speed, armor pierce, magic affinity, and special |
|
||||
| AC-4 | Mind Circuit determines spell behavior (0, 1, 2 alternating, or cycle all) |
|
||||
| AC-5 | Enchantments add sword effects to basic attacks, consume capacity |
|
||||
| AC-6 | Golem slots = `floor(fabricatorLevel / 2)` + discipline bonus (max 7) |
|
||||
| AC-7 | Golems summoned on room entry if player can afford total summon cost |
|
||||
| AC-8 | Each golem has own mana pool; regens at Core rate; spells consume golem mana |
|
||||
| AC-9 | Spell damage scaled by Frame's Magic Affinity |
|
||||
| AC-10 | Player upkeep = Core.manaRegen × 2 per hour; deducted from player mana |
|
||||
| AC-11 | Golems dismissed if upkeep unpaid; not re-summoned mid-room |
|
||||
| AC-12 | Room duration ticks down on room clear; golems fade after maxRoomDuration |
|
||||
| AC-13 | Guardian Constructs require Guardian Core + Crystal-Steel Frame + Guardian Circuit |
|
||||
| AC-14 | Guardian Constructs: one spell per mana type, cycled |
|
||||
| AC-15 | Component unlocks gated by attunement levels per §16.3 |
|
||||
| AC-16 | Loadout configured outside spire, persists across rooms, resets per run |
|
||||
|
||||
---
|
||||
|
||||
## 13. Files Reference
|
||||
## 19. Files Reference
|
||||
|
||||
| File | Role |
|
||||
|---|---|
|
||||
| `src/lib/game/data/golems/golems-data.ts` | All 10 golem definitions |
|
||||
| `src/lib/game/data/golems/types.ts` | Golem type definitions |
|
||||
| `src/lib/game/data/disciplines/fabricator.ts` | Golem Crafting discipline |
|
||||
| `src/lib/game/stores/golem-combat-actions.ts` | Golem combat actions (disconnected) |
|
||||
| `src/lib/game/stores/pipelines/golem-combat.ts` | Golem combat pipeline (disconnected) |
|
||||
| `src/components/game/tabs/GolemancyTab.tsx` | Golemancy UI |
|
||||
| `docs/specs/spire-combat-spec.md` §9 | Authoritative golemancy spec |
|
||||
| `src/lib/game/data/golems/cores.ts` | Core definitions (to be created) |
|
||||
| `src/lib/game/data/golems/frames.ts` | Frame definitions (to be created) |
|
||||
| `src/lib/game/data/golems/mindCircuits.ts` | Mind Circuit definitions (to be created) |
|
||||
| `src/lib/game/data/golems/golemEnchantments.ts` | Golem enchantment definitions (to be created) |
|
||||
| `src/lib/game/data/golems/types.ts` | TypeScript interfaces for component system |
|
||||
| `src/lib/game/data/golems/index.ts` | Barrel exports |
|
||||
| `src/lib/game/data/disciplines/fabricator.ts` | Golem Crafting discipline (update perks) |
|
||||
| `src/lib/game/stores/golem-combat-actions.ts` | Golem combat actions (rewrite) |
|
||||
| `src/lib/game/stores/pipelines/golem-combat.ts` | Golem combat pipeline (rewrite) |
|
||||
| `src/components/game/tabs/GolemancyTab.tsx` | Golemancy UI (major rewrite — design builder) |
|
||||
| `docs/specs/spire-combat-spec.md §9` | Authoritative runtime spec (needs update) |
|
||||
Reference in New Issue
Block a user