Commit Graph

8 Commits

Author SHA1 Message Date
n8n-gitea 93ffa0768b fix: #328 fabricator golem-2 interval 250→500 + golem-1 desc
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m2s
- Fix Fabricator golem-2 capped perk interval from 250 to 500 (spec match)
- Update golem-1 description to 'Unlock golem summoning' (spec match)
2026-06-09 11:47:35 +02:00
n8n-gitea 098ec86189 fix: spire combat 11 high-severity discrepancies (issue #333)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
D-01: Implement per-weapon cast progress (weaponCastProgress record)
D-04: Bypass Executioner/Berserker discipline specials for golem attacks
D-09: Fix lightning counter direction (lightning→water, not lightning→earth)
D-10: Add full composite element counters (blackflame/radiantflames ↔ frost/water/light/dark)
D-15: Fix Executioner to check per-enemy HP < 25% instead of floorHP ratio
D-20: Fix dodge formula to match spec (min(0.55, floor × 0.003), starts at 0)
D-22: Fix shield modifier to use flat HP pool instead of percentage barrier
D-23: Wire up applyMageBarrierRecharge in the damage pipeline
D-25: Move guardian regen from per-damage-event to once-per-tick
D-26: Add guardian armor reduction to the guardian defensive pipeline
D-31: Fix armor_corrode to be temporary (restore armor on effect expiry)
D-38: Implement AoE damage distribution across enemies

All 1069 tests pass. No files exceed 400 lines.
2026-06-08 18:25:05 +02:00
n8n-gitea bd15df85ff fix: add curse amplification to applyEnemyDefenses (spec §6.3)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
The curse debuff was stored on enemies via dot-runtime.ts but the
amplification was never applied to incoming damage. Added curse
magnitude check in applyEnemyDefenses (combat-tick.ts) that multiplies
incoming damage by (1 + magnitude) for each active curse effect.

- Curse amplification applied BEFORE dodge/barrier/armse defenses
- Multiple curse effects stack multiplicatively
- Non-curse effects (burn, freeze, etc.) are ignored for amplification

Also updated spire-combat-spec.md Known Gaps table to reflect:
- Melee defense bypass fixed (issue #285)
- Curse amplification now implemented (issue #286)

Added 9 regression tests in curse-amplification.test.ts.

All 957 tests pass (50 test files).
2026-06-06 17:46:39 +02:00
n8n-gitea 4b7aa82953 feat(golemancy): Phase 1 - Component-based construction system data definitions
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s
- Add new golem component types (Core, Frame, MindCircuit, Enchantment)
- Create 4 Core tiers, 7 Frames, 4 Mind Circuits, 8 Enchantments
- Rewrite golem utils for component-based stat computation
- Update GolemancyState with new fields (golemDesigns, golemLoadout, activeGolems)
- Update combat store, actions, and pipelines for new golem system
- Rewrite GolemancyTab with component selection UI
- Update fabricator discipline perks for new system
- Add comprehensive tests for component registries and utilities
- All files under 400 lines, all 743 tests passing
2026-06-06 16:50:26 +02:00
n8n-gitea b506f0bcc3 feat: implement DoT/debuff runtime system (spec §6, AC-12, AC-13)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s
- 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)
2026-06-03 18:38:01 +02:00
n8n-gitea a2cdf6d21c feat: implement golemancy combat system (spec §6, §9)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
- Add ActiveGolem interface and activeGolems to GolemancyState
- Add maxRoomDuration to all 12 golem definitions
- Create golem-combat-actions.ts with pure golem combat logic (summoning, maintenance, attacks, room-duration)
- Create golem-combat.ts pipeline for golem combat setup
- Wire golem maintenance and attacks into processCombatTick
- Wire golem summoning into advanceRoomOrFloor on room entry
- Wire golem room-duration countdown into onFloorCleared callback
- Update combat-actions tests for new processCombatTick signature
- All 921 tests pass, all files under 400-line limit

Closes #259
2026-06-03 15:40:39 +02:00
n8n-gitea 7c0e740226 feat: implement regular enemy defenses — armor, barrier, dodge (spec §5.2)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m20s
- Add applyEnemyDefenses() pipeline: dodge → barrier → armor for ALL enemies
- Add speed room + agile additive dodge (capped at 0.75, spec §4.5)
- Add mage barrier recharge per tick (spec §5.2)
- Add effectiveArmor support for armor_corrode debuff compatibility
- Pass enemy defense context via closure (no signature changes to onDamageDealt)
- Add 16 regression tests for defense mechanics
- All 921 tests pass (45 test files)
2026-06-03 14:27:14 +02:00
n8n-gitea e4f4b297e8 fix: Bug fixes #218 #222 #220 #223 #215 #216 - attunement free mana, transference circular ref, guardian defeat tracking, discipline negative mana, guardian data, crafting refunds
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m23s
2026-05-30 22:28:45 +02:00