258 lines
9.1 KiB
TypeScript
258 lines
9.1 KiB
TypeScript
// ─── Spire Utility Functions ───────────────────────────────────────────────────
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// Spire-specific utility functions for room generation, enemy stat scaling, etc.
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import type { RoomType, FloorState, EnemyState } from '../types';
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import { PUZZLE_ROOMS } from '../constants';
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import { getFloorMaxHP, getFloorElement } from './floor-utils';
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import { getEnemyName } from './enemy-utils';
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import { getGuardianForFloor, isGuardianFloor } from '../data/guardian-encounters';
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// ─── Spire Room Configuration ─────────────────────────────────────────────────
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export const SPIRE_CONFIG = {
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minRoomsPerFloor: 5,
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maxRoomsPerFloor: 15,
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guardianRooms: 1,
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puzzleRoomChance: 0.12,
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rareRoomChance: 0.05,
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recoveryRoomChance: 0.4,
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libraryRoomChance: 0.3,
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treasureRoomChance: 0.3,
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};
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// ─── Room Count ───────────────────────────────────────────────────────────────
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export function getRoomsForFloor(floor: number): number {
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if (isGuardianFloor(floor)) return SPIRE_CONFIG.guardianRooms;
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const base = SPIRE_CONFIG.minRoomsPerFloor;
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const range = SPIRE_CONFIG.maxRoomsPerFloor - SPIRE_CONFIG.minRoomsPerFloor;
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// Slight increase in rooms at higher floors
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const floorBonus = Math.min(range, Math.floor(floor / 20));
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const randomVariation = Math.floor(Math.random() * 3);
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return base + floorBonus + randomVariation;
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}
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// ─── Spire Room Types ─────────────────────────────────────────────────────────
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export type SpireRoomType = RoomType | 'recovery' | 'library' | 'treasure';
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// ─── Room Generation ──────────────────────────────────────────────────────────
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export function generateSpireRoomType(floor: number, roomIndex: number, totalRooms: number): SpireRoomType {
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// Last room on guardian floors is always guardian
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if (isGuardianFloor(floor) && roomIndex === totalRooms - 1) {
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return 'guardian';
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}
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// First room on a floor is never a special room (always combat)
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if (roomIndex === 0) {
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return generateCombatRoomType(floor);
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}
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// Rare rooms (mid-floor)
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if (roomIndex === Math.floor(totalRooms / 2) && Math.random() < SPIRE_CONFIG.rareRoomChance) {
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return generateRareRoomType();
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}
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// Puzzle rooms
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if (floor % 7 === 0 && Math.random() < SPIRE_CONFIG.puzzleRoomChance) {
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return 'puzzle';
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}
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return generateCombatRoomType(floor);
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}
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function generateCombatRoomType(_floor: number): RoomType {
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const roll = Math.random();
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if (roll < 0.12) return 'swarm';
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if (roll < 0.22) return 'speed';
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return 'combat';
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}
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function generateRareRoomType(): SpireRoomType {
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const roll = Math.random();
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if (roll < SPIRE_CONFIG.recoveryRoomChance) return 'recovery';
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if (roll < SPIRE_CONFIG.recoveryRoomChance + SPIRE_CONFIG.libraryRoomChance) return 'library';
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return 'treasure';
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}
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// ─── Floor State Generation ───────────────────────────────────────────────────
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export function generateSpireFloorState(floor: number, roomIndex: number, totalRooms: number): FloorState {
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const roomType = generateSpireRoomType(floor, roomIndex, totalRooms);
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const element = getFloorElement(floor);
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const baseHP = getFloorMaxHP(floor);
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switch (roomType) {
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case 'guardian': {
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const guardian = getGuardianForFloor(floor);
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if (guardian) {
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return {
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roomType: 'guardian',
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enemies: [{
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id: 'guardian',
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name: guardian.name,
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hp: guardian.hp,
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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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barrier: 0,
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element: guardian.element,
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}],
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};
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}
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// Fallback if no guardian defined for this floor
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return generateCombatRoom(floor, element, baseHP);
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}
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case 'swarm':
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return generateSwarmRoom(floor, element, baseHP);
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case 'speed':
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return generateSpeedRoom(floor, element, baseHP);
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case 'puzzle': {
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const puzzleKeys = Object.keys(PUZZLE_ROOMS);
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const selectedPuzzle = puzzleKeys[Math.floor(Math.random() * puzzleKeys.length)];
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const puzzle = PUZZLE_ROOMS[selectedPuzzle];
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return {
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roomType: 'puzzle',
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enemies: [],
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puzzleProgress: 0,
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puzzleRequired: 1,
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puzzleId: selectedPuzzle,
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puzzleAttunements: puzzle.attunements,
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};
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}
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case 'recovery':
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return {
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roomType: 'recovery',
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enemies: [],
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recoveryProgress: 0,
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recoveryRequired: 1,
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};
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case 'library':
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return {
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roomType: 'library',
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enemies: [],
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libraryProgress: 0,
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libraryRequired: 1,
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};
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case 'treasure':
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return {
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roomType: 'treasure',
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enemies: [],
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};
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default:
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return generateCombatRoom(floor, element, baseHP);
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}
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}
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function generateCombatRoom(floor: number, element: string, baseHP: number): FloorState {
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const armor = getSpireEnemyArmor(floor);
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const barrier = getSpireEnemyBarrier(floor, element);
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const enemyName = getEnemyName(element, floor);
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return {
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roomType: 'combat',
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enemies: [{
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id: 'enemy',
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name: enemyName,
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hp: baseHP,
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maxHP: baseHP,
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armor,
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dodgeChance: 0,
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barrier,
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element,
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}],
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};
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}
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function generateSwarmRoom(floor: number, element: string, baseHP: number): FloorState {
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const numEnemies = 3 + Math.floor(Math.random() * 5); // 3-7 enemies
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const enemies: EnemyState[] = [];
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for (let i = 0; i < numEnemies; i++) {
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enemies.push({
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id: `swarm_${i}`,
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name: `${getEnemyName(element, floor)} ${i + 1}`,
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hp: Math.floor(baseHP * 0.35),
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maxHP: Math.floor(baseHP * 0.35),
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armor: Math.floor(floor / 15) * 0.02,
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dodgeChance: 0,
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barrier: 0,
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element,
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});
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}
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return { roomType: 'swarm', enemies };
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}
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function generateSpeedRoom(floor: number, element: string, baseHP: number): FloorState {
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const dodgeChance = Math.min(0.55, 0.20 + floor * 0.005);
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const armor = getSpireEnemyArmor(floor);
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return {
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roomType: 'speed',
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enemies: [{
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id: 'agile_enemy',
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name: `Agile ${getEnemyName(element, floor)}`,
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hp: baseHP,
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maxHP: baseHP,
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armor,
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dodgeChance,
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barrier: getSpireEnemyBarrier(floor, element),
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element,
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}],
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};
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}
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// ─── Enemy Stat Scaling ───────────────────────────────────────────────────────
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export function getSpireEnemyArmor(floor: number): number {
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if (floor < 10) return 0;
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const baseChance = Math.min(0.5, (floor - 10) * 0.01);
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if (Math.random() > baseChance) return 0;
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const minArmor = 0.05;
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const maxArmor = 0.30;
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const progress = Math.min(1, (floor - 10) / 90);
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return minArmor + (maxArmor - minArmor) * progress * Math.random();
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}
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export function getSpireEnemyBarrier(floor: number, element: string): number {
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if (floor < 15) return 0;
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const barrierElements = ['light', 'water', 'earth'];
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const baseChance = barrierElements.includes(element) ? 0.12 : 0.06;
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const floorBonus = Math.min(0.2, (floor - 15) * 0.003);
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if (Math.random() > Math.min(0.35, baseChance + floorBonus)) return 0;
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const progress = Math.min(1, (floor - 15) / 85);
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return 0.1 + progress * 0.2;
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}
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// ─── Insight Calculation ──────────────────────────────────────────────────────
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export function calcInsight(floor: number, isGuardian: boolean): number {
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const base = Math.floor(Math.pow(floor, 1.2));
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return isGuardian ? Math.floor(base * 2.5) : base;
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}
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// ─── Room Type Display ────────────────────────────────────────────────────────
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export function getSpireRoomTypeDisplay(roomType: SpireRoomType): { label: string; icon: string; color: string } {
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const displays: Record<string, { label: string; icon: string; color: string }> = {
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combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
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swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
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speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
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guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
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puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
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recovery: { label: 'Recovery', icon: '💚', color: '#10B981' },
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library: { label: 'Ancient Library', icon: '📚', color: '#6366F1' },
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treasure: { label: 'Treasure', icon: '💎', color: '#F59E0B' },
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};
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return displays[roomType] || { label: 'Unknown', icon: '❓', color: '#6B7280' };
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}
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