[Medium] [Task] Combat spec gap: implement DoT/debuff runtime system (spec §6, §5.3) #258

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opened 2026-06-03 13:34:27 +02:00 by Anexim · 3 comments
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Combat Spec Gap: DoT/Debuff Runtime System

Source of truth: docs/specs/spire-combat-spec.md §6, §11
Affected ACs: AC-12, AC-13

Gap Summary

The debuff/DoT system is fully defined in the spec (effect types, application, tick processing, bypass flags) but has no runtime implementation. EnemyState lacks activeEffects and effectiveArmor fields. SpellDefinition lacks onHitEffect. The combat tick pipeline has no DoT tick processing phase.

What Exists

  • Spell data files reference DoT in descriptions (e.g., blackflame spells mention burn)
  • EffectType enum values are documented in spec §6.1 (burn, poison, bleed, freeze, slow, curse, armor_corrode, blind)
  • MODIFIER_CONFIG barrier recharge rate exists in utils/enemy-generator.ts
  • Combat tick pipeline has a clear insertion point (after weapon attacks, before room-clear check)

What's Missing

1. Type definitions (spec §6.1)

// In types/game.ts — add to EnemyState:
activeEffects: ActiveEffect[]
effectiveArmor: number  // armor after corrode effects

// New interface:
interface ActiveEffect {
  type: EffectType;
  remainingDuration: number;  // in ticks
  magnitude: number;
  source: 'spell' | 'golem';
  bypassArmor?: boolean;
  bypassBarrier?: boolean;
}

type EffectType =
  | 'burn' | 'poison' | 'bleed'
  | 'freeze' | 'slow' | 'curse'
  | 'armor_corrode' | 'blind';

2. Spell on-hit effects (spec §6.2)

SpellDefinition in types/spells.ts needs:

onHitEffect?: {
  type: EffectType;
  duration: number;    // ticks
  magnitude: number;
  bypassArmor?: boolean;
  bypassBarrier?: boolean;
  applyChance?: number; // 0-1, defaults to 1.0
}

Per spec §6.4, at minimum these spell-to-effect mappings must be defined:

Spell element Effect Duration Magnitude
Fire burn 3–5 ticks per spell
Death curse 4 ticks +0.20 incoming dmg
Lightning armor_corrode 3 ticks -0.15 armor
Frost freeze/slow per spell reduces dodge
Void/Shadow burn per spell bypassArmor: true

3. Effect application on hit (spec §6.2)

In processCombatTick (stores/combat-actions.ts), after a successful spell hit:

if spell.onHitEffect && Math.random() < (spell.onHitEffect.applyChance ?? 1.0):
  enemy.activeEffects.push({ ...spell.onHitEffect, remainingDuration: spell.onHitEffect.duration })
  activityLog("${enemy.name} afflicted with ${effectType}")

4. DoT tick processing (spec §6.3)

After all weapon attacks in processCombatTick, add:

for each enemy in room:
  for each effect in enemy.activeEffects:
    if effect is DoT (burn/poison/bleed):
      dmg = effect.magnitude
      if effect.bypassArmor: apply directly to enemy.hp
      elif effect.bypassBarrier: apply after armor, skip barrier
      else: dmg = applyEnemyDefenses(dmg, enemy)
      enemy.hp = max(0, enemy.hp - dmg)

    elif effect is 'curse':
      incomingDamageMult ×= (1 + effect.magnitude)  // checked in calcDamage

    elif effect is 'armor_corrode':
      enemy.effectiveArmor = max(0, enemy.armor - effect.magnitude)

    effect.remainingDuration -= 1
    if effect.remainingDuration <= 0: remove effect

5. bypassArmor support (AC-13)

Effects with bypassArmor: true must skip the armor reduction step entirely and apply damage directly to enemy.hp. This requires the enemy defense pipeline (issue #257) to check the flag.

Files to Change

File Change
types/game.ts Add activeEffects, effectiveArmor to EnemyState; add ActiveEffect, EffectType types
types/spells.ts Add onHitEffect to SpellDefinition
constants/spells-modules/*.ts Add onHitEffect to relevant spell definitions (fire, death, lightning, frost, void)
stores/combat-actions.ts Add effect application on hit; add DoT tick processing loop after weapon attacks
stores/pipelines/combat-tick.ts Add bypassArmor/bypassBarrier checks in damage pipeline

Acceptance Criteria

  • AC-12: DoT effects (burn, poison, etc.) tick each combat tick and expire after their duration
  • AC-13: bypassArmor effects skip the armor reduction step entirely

Dependencies

  • Depends on issue #257 (regular enemy defenses) for applyEnemyDefenses() to exist

Out of Scope

  • Golem on-hit effects (covered by golemancy issue)
  • Visual debuff icons in UI
  • New spell definitions beyond wiring existing ones with onHitEffect
# Combat Spec Gap: DoT/Debuff Runtime System > **Source of truth:** `docs/specs/spire-combat-spec.md` §6, §11 > **Affected ACs:** AC-12, AC-13 ## Gap Summary The debuff/DoT system is fully defined in the spec (effect types, application, tick processing, bypass flags) but has **no runtime implementation**. `EnemyState` lacks `activeEffects` and `effectiveArmor` fields. `SpellDefinition` lacks `onHitEffect`. The combat tick pipeline has no DoT tick processing phase. ## What Exists - Spell data files reference DoT in descriptions (e.g., blackflame spells mention burn) - `EffectType` enum values are documented in spec §6.1 (burn, poison, bleed, freeze, slow, curse, armor_corrode, blind) - `MODIFIER_CONFIG` barrier recharge rate exists in `utils/enemy-generator.ts` - Combat tick pipeline has a clear insertion point (after weapon attacks, before room-clear check) ## What's Missing ### 1. Type definitions (spec §6.1) ```typescript // In types/game.ts — add to EnemyState: activeEffects: ActiveEffect[] effectiveArmor: number // armor after corrode effects // New interface: interface ActiveEffect { type: EffectType; remainingDuration: number; // in ticks magnitude: number; source: 'spell' | 'golem'; bypassArmor?: boolean; bypassBarrier?: boolean; } type EffectType = | 'burn' | 'poison' | 'bleed' | 'freeze' | 'slow' | 'curse' | 'armor_corrode' | 'blind'; ``` ### 2. Spell on-hit effects (spec §6.2) `SpellDefinition` in `types/spells.ts` needs: ```typescript onHitEffect?: { type: EffectType; duration: number; // ticks magnitude: number; bypassArmor?: boolean; bypassBarrier?: boolean; applyChance?: number; // 0-1, defaults to 1.0 } ``` Per spec §6.4, at minimum these spell-to-effect mappings must be defined: | Spell element | Effect | Duration | Magnitude | |---|---|---|---| | Fire | `burn` | 3–5 ticks | per spell | | Death | `curse` | 4 ticks | +0.20 incoming dmg | | Lightning | `armor_corrode` | 3 ticks | -0.15 armor | | Frost | `freeze`/`slow` | per spell | reduces dodge | | Void/Shadow | `burn` | per spell | `bypassArmor: true` | ### 3. Effect application on hit (spec §6.2) In `processCombatTick` (`stores/combat-actions.ts`), after a successful spell hit: ``` if spell.onHitEffect && Math.random() < (spell.onHitEffect.applyChance ?? 1.0): enemy.activeEffects.push({ ...spell.onHitEffect, remainingDuration: spell.onHitEffect.duration }) activityLog("${enemy.name} afflicted with ${effectType}") ``` ### 4. DoT tick processing (spec §6.3) After all weapon attacks in `processCombatTick`, add: ``` for each enemy in room: for each effect in enemy.activeEffects: if effect is DoT (burn/poison/bleed): dmg = effect.magnitude if effect.bypassArmor: apply directly to enemy.hp elif effect.bypassBarrier: apply after armor, skip barrier else: dmg = applyEnemyDefenses(dmg, enemy) enemy.hp = max(0, enemy.hp - dmg) elif effect is 'curse': incomingDamageMult ×= (1 + effect.magnitude) // checked in calcDamage elif effect is 'armor_corrode': enemy.effectiveArmor = max(0, enemy.armor - effect.magnitude) effect.remainingDuration -= 1 if effect.remainingDuration <= 0: remove effect ``` ### 5. bypassArmor support (AC-13) Effects with `bypassArmor: true` must skip the armor reduction step entirely and apply damage directly to `enemy.hp`. This requires the enemy defense pipeline (issue #257) to check the flag. ## Files to Change | File | Change | |---|---| | `types/game.ts` | Add `activeEffects`, `effectiveArmor` to `EnemyState`; add `ActiveEffect`, `EffectType` types | | `types/spells.ts` | Add `onHitEffect` to `SpellDefinition` | | `constants/spells-modules/*.ts` | Add `onHitEffect` to relevant spell definitions (fire, death, lightning, frost, void) | | `stores/combat-actions.ts` | Add effect application on hit; add DoT tick processing loop after weapon attacks | | `stores/pipelines/combat-tick.ts` | Add `bypassArmor`/`bypassBarrier` checks in damage pipeline | ## Acceptance Criteria - [ ] AC-12: DoT effects (burn, poison, etc.) tick each combat tick and expire after their duration - [ ] AC-13: `bypassArmor` effects skip the armor reduction step entirely ## Dependencies - Depends on issue #257 (regular enemy defenses) for `applyEnemyDefenses()` to exist ## Out of Scope - Golem on-hit effects (covered by golemancy issue) - Visual debuff icons in UI - New spell definitions beyond wiring existing ones with onHitEffect
Anexim added the ai:todo label 2026-06-03 13:34:27 +02:00
n8n-gitea was assigned by Anexim 2026-06-03 13:34:27 +02:00
Anexim added ai:in-progress and removed ai:todo labels 2026-06-03 15:50:36 +02:00
Author
Owner

Starting implementation of DoT/debuff runtime system (spec §6). This depends on #257 (regular enemy defenses) which is already done — applyEnemyDefenses() and effectiveArmor support exist in combat-tick.ts.

Plan:

  1. Add ActiveEffect, EffectType types to types/game.ts; add activeEffects, effectiveArmor to EnemyState
  2. Add onHitEffect to SpellDefinition in types/spells.ts
  3. Add debuff activity event type to types/game.ts
  4. Wire onHitEffect to key spell definitions (fire→burn, death→curse, lightning→armor_corrode, frost→freeze/slow, soul→bypassArmor burn)
  5. Add effect application on hit + DoT tick processing loop in stores/combat-actions.ts
  6. Add bypassArmor/bypassBarrier support in stores/pipelines/combat-tick.ts applyEnemyDefenses()
  7. Write regression tests
  8. Run full test suite
Starting implementation of DoT/debuff runtime system (spec §6). This depends on #257 (regular enemy defenses) which is already done — `applyEnemyDefenses()` and `effectiveArmor` support exist in `combat-tick.ts`. Plan: 1. Add `ActiveEffect`, `EffectType` types to `types/game.ts`; add `activeEffects`, `effectiveArmor` to `EnemyState` 2. Add `onHitEffect` to `SpellDefinition` in `types/spells.ts` 3. Add `debuff` activity event type to `types/game.ts` 4. Wire `onHitEffect` to key spell definitions (fire→burn, death→curse, lightning→armor_corrode, frost→freeze/slow, soul→bypassArmor burn) 5. Add effect application on hit + DoT tick processing loop in `stores/combat-actions.ts` 6. Add `bypassArmor`/`bypassBarrier` support in `stores/pipelines/combat-tick.ts` `applyEnemyDefenses()` 7. Write regression tests 8. Run full test suite
Author
Owner

Implementation complete. All 921 tests pass (45 test files).

What was implemented:

  • ActiveEffect, EffectType types in types/game.ts; activeEffects, effectiveArmor on EnemyState
  • SpellOnHitEffect interface + onHitEffect field on SpellDefinition in types/spells.ts
  • onHitEffect wired to fire (burn), death (curse), lightning (armor_corrode), frost (freeze), soul (burn bypassArmor) spells
  • applyOnHitEffect() — applies on-hit effect to first living enemy on successful spell hit (spec §6.2)
  • processDoTPhase() — ticks all active effects on all enemies after weapon/golem attacks (spec §6.3)
  • bypassArmor/bypassBarrier support in applyEnemyDefenses() (spec §6.4, AC-13)
  • debuff activity event type

Files changed:

  • types/game.ts — New types + EnemyState fields
  • types/spells.ts — New SpellOnHitEffect + onHitEffect field
  • types/index.ts — Re-export new types
  • stores/combat-actions.ts +60 lines — DoT runtime (applyOnHitEffect, processDoTPhase)
  • stores/combat-actions.ts processCombatTick — on-hit + DoT phase calls
  • stores/pipelines/combat-tick.ts +35 lines — exported applyEnemyDefenses with bypass flags
  • stores/combat-state.types.ts — Updated processCombatTick signature
  • stores/combatStore.ts — Pass-through applyEnemyDefenses param
  • stores/gameStore.ts — Pass applyEnemyDefenses to processCombatTick
  • 3 spell data files — onHitEffect mappings
  • 3 enemy generation files + test helpers — activeEffects/effectiveArmor defaults
  • enemy-defenses.test.ts test fixes
✅ Implementation complete. All 921 tests pass (45 test files). **What was implemented:** - `ActiveEffect`, `EffectType` types in `types/game.ts`; `activeEffects`, `effectiveArmor` on `EnemyState` - `SpellOnHitEffect` interface + `onHitEffect` field on `SpellDefinition` in `types/spells.ts` - `onHitEffect` wired to fire (burn), death (curse), lightning (armor_corrode), frost (freeze), soul (burn bypassArmor) spells - `applyOnHitEffect()` — applies on-hit effect to first living enemy on successful spell hit (spec §6.2) - `processDoTPhase()` — ticks all active effects on all enemies after weapon/golem attacks (spec §6.3) - `bypassArmor`/`bypassBarrier` support in `applyEnemyDefenses()` (spec §6.4, AC-13) - `debuff` activity event type **Files changed:** - `types/game.ts` — New types + EnemyState fields - `types/spells.ts` — New SpellOnHitEffect + onHitEffect field - `types/index.ts` — Re-export new types - `stores/combat-actions.ts` +60 lines — DoT runtime (applyOnHitEffect, processDoTPhase) - `stores/combat-actions.ts` processCombatTick — on-hit + DoT phase calls - `stores/pipelines/combat-tick.ts` +35 lines — exported applyEnemyDefenses with bypass flags - `stores/combat-state.types.ts` — Updated processCombatTick signature - `stores/combatStore.ts` — Pass-through applyEnemyDefenses param - `stores/gameStore.ts` — Pass applyEnemyDefenses to processCombatTick - 3 spell data files — onHitEffect mappings - 3 enemy generation files + test helpers — activeEffects/effectiveArmor defaults - enemy-defenses.test.ts test fixes
Anexim added ai:done and removed ai:in-progress labels 2026-06-03 18:41:20 +02:00
Author
Owner

Implementation complete and pushed to master.

Summary of changes:

  • types/game.ts — Added ActiveEffect, EffectType types; added activeEffects: ActiveEffect[] and effectiveArmor: number to EnemyState
  • types/spells.ts — Added SpellOnHitEffect interface + onHitEffect?: SpellOnHitEffect to SpellDefinition
  • types/index.ts — Re-exported new types
  • stores/dot-runtime.ts (new, 135 lines) — applyOnHitEffect() and processDoTPhase() functions
  • stores/combat-actions.ts (372 lines) — Integrated on-hit effect + DoT phase calls in processCombatTick
  • stores/pipelines/combat-tick.ts — Exported standalone applyEnemyDefenses() with bypassArmor/bypassBarrier params
  • stores/combat-state.types.ts — Updated processCombatTick signature
  • stores/combatStore.ts — Pass-through new param
  • stores/gameStore.ts — Pass applyEnemyDefenses to combat tick
  • 3 spell data files — onHitEffect mappings per spec §6.4
  • 3 enemy generation files + test helpers — activeEffects: [] and effectiveArmor defaults
  • enemy-defenses.test.ts — Fixed tests for new required fields

All 921 tests pass (45 test files). All files under 400 lines.

✅ Implementation complete and pushed to master. **Summary of changes:** - `types/game.ts` — Added `ActiveEffect`, `EffectType` types; added `activeEffects: ActiveEffect[]` and `effectiveArmor: number` to `EnemyState` - `types/spells.ts` — Added `SpellOnHitEffect` interface + `onHitEffect?: SpellOnHitEffect` to `SpellDefinition` - `types/index.ts` — Re-exported new types - `stores/dot-runtime.ts` (new, 135 lines) — `applyOnHitEffect()` and `processDoTPhase()` functions - `stores/combat-actions.ts` (372 lines) — Integrated on-hit effect + DoT phase calls in `processCombatTick` - `stores/pipelines/combat-tick.ts` — Exported standalone `applyEnemyDefenses()` with `bypassArmor`/`bypassBarrier` params - `stores/combat-state.types.ts` — Updated `processCombatTick` signature - `stores/combatStore.ts` — Pass-through new param - `stores/gameStore.ts` — Pass `applyEnemyDefenses` to combat tick - 3 spell data files — `onHitEffect` mappings per spec §6.4 - 3 enemy generation files + test helpers — `activeEffects: []` and `effectiveArmor` defaults - `enemy-defenses.test.ts` — Fixed tests for new required fields **All 921 tests pass (45 test files). All files under 400 lines.**
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Reference: Anexim/Mana-Loop#258