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Mana-Loop/src/lib/game/utils/enemy-utils.ts
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n8n-gitea b506f0bcc3
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feat: implement DoT/debuff runtime system (spec §6, AC-12, AC-13)
- 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

74 lines
3.7 KiB
TypeScript

// ─── Enemy Naming & Swarm Generation ──────────────────────────────────
// Moved from store-modules/enemy-utils.ts to eliminate legacy dependencies
import type { EnemyState } from '../types';
import { SWARM_CONFIG } from '../constants';
import { getFloorMaxHP, getFloorElement } from './floor-utils';
// Barrier elements more likely to have barrier
const BARRIER_ELEMENTS = ['light', 'water', 'earth'];
// Get barrier for an enemy (0-1 as percentage of max HP)
function getEnemyBarrier(floor: number, element: string): number {
if (floor < 20) return 0;
const baseChance = BARRIER_ELEMENTS.includes(element) ? 0.15 : 0.08;
const floorBonus = Math.min(0.25, (floor - 20) * 0.003);
const barrierChance = Math.min(0.4, baseChance + floorBonus);
if (Math.random() > barrierChance) return 0;
const floorProgress = Math.min(1, (floor - 20) / 80);
return 0.1 + floorProgress * 0.2;
}
// Enemy names by element and floor tier
const ENEMY_NAMES_BY_ELEMENT: Record<string, string[]> = {
fire: ['Fire Imp', 'Flame Sprite', 'Emberling', 'Scorchling', 'Inferno Whelp'],
water: ['Water Elemental', 'Tidal Wraith', 'Aqua Sprite', 'Drowned One', 'Tsunami Spawn'],
air: ['Wind Sylph', 'Gale Rider', 'Storm Spirit', 'Zephyr Darter', 'Cyclone Wisp'],
earth: ['Stone Golem', 'Earth Elemental', 'Graveling', 'Mountain Giant', 'Terra Brute'],
light: ['Light Saint', 'Radiant Angel', 'Luminous Spirit', 'Divine Warden', 'Holy Sentinel'],
dark: ['Shadow Assassin', 'Dark Cultist', 'Umbral Fiend', 'Void Walker', 'Night Stalker'],
death: ['Skeleton Warrior', 'Zombie Lord', 'Lichling', 'Bone Reaper', 'Necrotic Wraith'],
// Special element names
lightning: ['Storm Elemental', 'Thunder Hawk', 'Lightning Eel', 'Shock Sprite', 'Voltaic Wisp'],
metal: ['Iron Golem', 'Steel Guardian', 'Rust Monster', 'Chrome Beetle', 'Mercury Spirit'],
sand: ['Sand Wraith', 'Dune Stalker', 'Desert Spirit', 'Cactus Thrasher', 'Mirage Runner'],
crystal: ['Crystal Guardian', 'Prism Sprite', 'Gem Hound', 'Diamond Golem', 'Shardling'],
stellar: ['Star Spawn', 'Cosmic Entity', 'Nova Spirit', 'Astral Watcher', 'Supernova Seed'],
void: ['Void Lord', 'Abyssal Horror', 'Entropy Spawn', 'Chaos Elemental', 'Nether Beast'],
};
// Get enemy name based on element and floor tier (1-100)
export function getEnemyName(element: string, floor: number): string {
const names = ENEMY_NAMES_BY_ELEMENT[element] || ['Unknown Entity'];
// Higher floors get "stronger" sounding names (pick from later in the list)
const tierIndex = Math.min(names.length -1, Math.floor(floor / 20));
const randomIndex = (tierIndex + Math.floor(Math.random() * (names.length - tierIndex))) % names.length;
return names[randomIndex!];
}
// Generate enemies for a swarm room
export function generateSwarmEnemies(floor: number): EnemyState[] {
const baseHP = getFloorMaxHP(floor);
const element = getFloorElement(floor);
const numEnemies = SWARM_CONFIG.minEnemies +
Math.floor(Math.random() * (SWARM_CONFIG.maxEnemies - SWARM_CONFIG.minEnemies + 1));
const enemies: EnemyState[] = [];
for (let i = 0; i < numEnemies; i++) {
const enemyName = getEnemyName(element, floor);
enemies.push({
id: `enemy_${i}`,
name: enemyName,
hp: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
maxHP: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
armor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
dodgeChance: 0,
barrier: getEnemyBarrier(floor, element),
element,
activeEffects: [],
effectiveArmor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
});
}
return enemies;
}