553 lines
19 KiB
Markdown
553 lines
19 KiB
Markdown
# Golemancy System — Design Spec (Redesign)
|
||
|
||
> Describes the Fabricator attunement's combat system using the new **component-based construction system** (Core + Frame + Mind Circuit + Enchantments).
|
||
> This replaces the previous predefined golem type system.
|
||
> See Gitea issue #268 for the full redesign rationale.
|
||
|
||
---
|
||
|
||
## 1. Objective
|
||
|
||
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.
|
||
|
||
**Design goals:**
|
||
- Deep customization: players build golems from components rather than selecting predefined types
|
||
- Strategic resource management: Core determines mana types, capacity, regen, and upkeep
|
||
- Meaningful progression: higher-tier components unlock through attunement investment
|
||
- Guardian Constructs: ultimate endgame golems requiring Invoker 5 + Fabricator 5 + Guardian Core
|
||
- Component synergy: Frame + Core + Mind Circuit + Enchantments create unique builds
|
||
|
||
---
|
||
|
||
## 2. Golem Slot Formula
|
||
|
||
Golem slots come from **two sources** that add together:
|
||
|
||
### 2.1 From Attunement Level
|
||
|
||
```
|
||
attunementSlots = floor(fabricatorLevel / 2)
|
||
```
|
||
|
||
| Fabricator Level | Slots |
|
||
|---|---|
|
||
| 1 | 0 |
|
||
| 2–3 | 1 |
|
||
| 4–5 | 2 |
|
||
| 6–7 | 3 |
|
||
| 8–9 | 4 |
|
||
| 10 | 5 |
|
||
|
||
### 2.2 From Discipline
|
||
|
||
The **Golem Crafting** discipline provides:
|
||
- Base `golemCapacity`: +2
|
||
- Perk `golem-2` (capped, threshold 500, maxTier 2): +1 per tier = up to +2
|
||
|
||
**Maximum total golem slots: 5 (attunement) + 2 (discipline) = 7**
|
||
|
||
---
|
||
|
||
## 3. Component-Based Construction
|
||
|
||
Every golem consists of **three mandatory components** and **one optional component**:
|
||
|
||
1. **Core** — Power source, determines mana types, capacity, regen, upkeep, duration
|
||
2. **Frame** — Physical combat characteristics (damage, speed, armor pierce, magic affinity, special)
|
||
3. **Mind Circuit** — Behavior logic (basic attacks, spell casting, spell selection)
|
||
4. **Enchantments** (optional) — Sword effects applied to basic attacks
|
||
|
||
The player designs golems in the Golemancy tab by selecting one of each mandatory component, then optionally adding enchantments.
|
||
|
||
---
|
||
|
||
## 4. Core
|
||
|
||
The Core acts as the golem's power source. It determines:
|
||
|
||
- **Mana Types Available** — Which mana types the golem can use for spells/upkeep
|
||
- **Mana Capacity** — Maximum mana the golem can hold
|
||
- **Mana Regeneration** — Mana restored per in-game hour
|
||
- **Summon Duration** — Max rooms the golem persists (`maxRoomDuration`)
|
||
- **Player Upkeep Cost** — Mana cost per hour to maintain the golem
|
||
|
||
**Player upkeep formula:**
|
||
```
|
||
Upkeep per hour = Mana Regen × 2
|
||
```
|
||
(This is deducted from the player's mana pools each tick)
|
||
|
||
### 4.1 Core Tiers
|
||
|
||
| Core Tier | Mana Types | Mana Capacity | Mana Regen | Max Room Duration | Summon Cost | Upkeep Cost (per hr) | Unlock Requirement |
|
||
|---|---|---|---|---|---|---|---|
|
||
| **Basic Core** | 1 (Earth) | 50 | 0.5 | 3 | 10 Earth | 1.0 Earth | Fabricator 2 |
|
||
| **Intermediate Core** | 2 | 100 | 1.5 | 4 | 20 Crystal | 3.0 Crystal | Fabricator 4, Enchanter 2 |
|
||
| **Advanced Core** | 3 | 200 | 3.0 | 5 | 30 Crystal | 6.0 Crystal | Fabricator 6, Enchanter 3 |
|
||
| **Guardian Core** | Guardian-specific | 500 | 10.0 | 8 | Guardian-specific | 20.0 Guardian-specific | Invoker 5 + Fabricator 5, Guardian Pact signed |
|
||
|
||
### 4.2 Core Mana Types
|
||
|
||
- **Basic Core:** Only Earth mana
|
||
- **Intermediate Core:** Player chooses 2 mana types from unlocked elements
|
||
- **Advanced Core:** Player chooses 3 mana types from unlocked elements
|
||
- **Guardian Core:** Provides **all mana types granted by the chosen Guardian** (e.g., a Metal Guardian Core provides Metal + Earth + Lightning)
|
||
|
||
### 4.3 Guardian Core
|
||
|
||
**Requirements:**
|
||
- Invoker Attunement 5
|
||
- Fabricator Attunement 5
|
||
- Guardian Pact signed (for the specific guardian)
|
||
|
||
**Properties:**
|
||
- Provides all mana types granted by the chosen Guardian
|
||
- Massive mana capacity (500) and regeneration (10/hr)
|
||
- **Required for Guardian Constructs** (see §8)
|
||
- Summon cost and upkeep use Guardian-specific mana types
|
||
|
||
---
|
||
|
||
## 5. Frame
|
||
|
||
The Frame determines the golem's physical combat characteristics.
|
||
|
||
### 5.1 Frame Statistics
|
||
|
||
| Stat | Description |
|
||
|---|---|
|
||
| **Damage** | Base damage per basic attack |
|
||
| **Speed** | Attack speed (attacks per in-game hour) |
|
||
| **Armor Pierce** | Fraction of enemy armor bypassed (0–1) |
|
||
| **Magic Affinity** | Percentage — determines spell damage efficiency (50% = spells deal 50% normal damage) |
|
||
| **Special Effect** | Unique passive or active ability |
|
||
|
||
### 5.2 Frame Definitions
|
||
|
||
| Frame | Damage | Speed | Armor Pierce | Magic Affinity | Special Effect | Unlock Requirement |
|
||
|---|---|---|---|---|---|---|
|
||
| **Earth** | Very Low | Medium | Very Low | Very Low | None | Fabricator 2 |
|
||
| **Sand** | Low–Medium | Slow | **Very High** | Medium | **AoE** (attacks hit 2 targets) | Sand mana unlocked |
|
||
| **Frost** | Medium | Medium | Medium | **High** | Attacks apply **Slow** | Frost mana unlocked |
|
||
| **Crystal** | High | Fast | Medium–Low | **Very High** | None | Crystal mana unlocked |
|
||
| **Steel** | Very High | Fast | High | Medium | None | Metal mana unlocked |
|
||
| **Shadowglass** | Very High | **Very Fast** | Very High | **Very High** | **AoE** (attacks hit 2 targets) | Shadow Glass mana unlocked |
|
||
| **Crystal-Steel Hybrid** | **Very High** | **Very Fast** | **Very High** | **Highest** | Supports Guardian Constructs | Fabricator 5 |
|
||
|
||
### 5.3 Crystal-Steel Hybrid Frame
|
||
|
||
**Requirements:**
|
||
- Fabricator Attunement 5
|
||
|
||
**Properties:**
|
||
- Only frame capable of housing a **Guardian Core**
|
||
- **Required for all Guardian Constructs**
|
||
- Highest combined stats of any frame
|
||
|
||
---
|
||
|
||
## 6. Mind Circuit
|
||
|
||
The Mind Circuit controls the golem's behavior and spell usage.
|
||
|
||
### 6.1 Simple Logic Circuit
|
||
|
||
| Property | Value |
|
||
|---|---|
|
||
| **Cost** | Earth Mana (summon) |
|
||
| **Behavior** | Performs basic attacks only. Targets nearest enemy. |
|
||
| **Requirements** | None |
|
||
| **Spell Slots** | 0 |
|
||
|
||
### 6.2 Intermediate Logic Circuit
|
||
|
||
| Property | Value |
|
||
|---|---|
|
||
| **Cost** | Crystal Mana (summon) |
|
||
| **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. |
|
||
| **Requirements** | Enchanter 2 + Fabricator 3 |
|
||
| **Spell Slots** | 1 |
|
||
|
||
### 6.3 Advanced Logic Circuit
|
||
|
||
| Property | Value |
|
||
|---|---|
|
||
| **Cost** | Crystal Mana (summon) |
|
||
| **Behavior** | Player selects **2 spells**. Golem alternates: Spell A → Spell B → Spell A → Spell B... If unable to cast (insufficient mana), performs basic attacks. |
|
||
| **Requirements** | Enchanter 3 + Fabricator 4 |
|
||
| **Spell Slots** | 2 (alternating) |
|
||
|
||
### 6.4 Guardian Circuit
|
||
|
||
| Property | Value |
|
||
|---|---|
|
||
| **Cost** | Guardian-specific mana (summon) |
|
||
| **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. |
|
||
| **Requirements** | Invoker 5 + Fabricator 5 |
|
||
| **Spell Slots** | = Number of mana types from Guardian Core (typically 3–4) |
|
||
|
||
---
|
||
|
||
## 7. Enchantments (Optional)
|
||
|
||
Enchantments add sword effects to a golem's **basic attacks**.
|
||
|
||
**Requirements:**
|
||
- Enchanter Attunement 5
|
||
- Fabricator Attunement 5
|
||
|
||
**Enchantment Capacity:**
|
||
Determined by: `Frame.MagicAffinity × Core.TierMultiplier`
|
||
- Basic Core: ×1.0
|
||
- Intermediate Core: ×1.5
|
||
- Advanced Core: ×2.0
|
||
- Guardian Core: ×3.0
|
||
|
||
Each enchantment consumes capacity. Capacity is a soft limit — exceeding it reduces Magic Affinity proportionally.
|
||
|
||
**Summon Cost Increase:**
|
||
```
|
||
Summon Cost += Enchantment Base Cost (per enchantment)
|
||
```
|
||
|
||
### 7.1 Enchantment Examples
|
||
|
||
| Enchantment | Effect on Basic Attack |
|
||
|---|---|
|
||
| **Sword_Fire** | Applies **Burn** DoT |
|
||
| **Sword_Frost** | Applies additional **Slow** |
|
||
| **Sword_Lightning** | Chance to **Shock** (stun) |
|
||
| **Sword_Shadow** | Chance to **Weaken** (reduce enemy damage) |
|
||
| **Sword_Metal** | Bonus **Armor Pierce** |
|
||
| **Sword_Crystal** | Bonus **Critical Chance** |
|
||
|
||
*(Full list mirrors sword enchantment effects from the enchanting system)*
|
||
|
||
---
|
||
|
||
## 8. Guardian Constructs
|
||
|
||
Guardian Constructs are the ultimate golems, combining a **Guardian Core** + **Crystal-Steel Hybrid Frame** + **Guardian Circuit** + Enchantments.
|
||
|
||
### 8.1 Requirements
|
||
|
||
- Invoker Attunement 5
|
||
- Fabricator Attunement 5
|
||
- Guardian Pact signed for the chosen guardian
|
||
- Guardian Core (crafted from guardian materials)
|
||
|
||
### 8.2 Properties
|
||
|
||
- **Mana Types:** All types granted by the Guardian (e.g., Metal Guardian → Metal, Earth, Lightning)
|
||
- **Frame:** Must use Crystal-Steel Hybrid Frame
|
||
- **Mind Circuit:** Must use Guardian Circuit
|
||
- **Spell Selection:** One spell per mana type, cycled in order
|
||
- **Enchantments:** Can apply enchantments up to high capacity (Guardian Core ×3.0 multiplier)
|
||
- **Duration:** 8 rooms (Guardian Core base)
|
||
- **Power Level:** Highest in the game — intended for endgame spire pushing
|
||
|
||
---
|
||
|
||
## 9. Golem Loadout Configuration
|
||
|
||
The player configures a **golem loadout** from the Golemancy tab before entering the spire.
|
||
|
||
- Each loadout slot contains a **complete golem design** (Core + Frame + Mind Circuit + Enchantments)
|
||
- The loadout is a prioritized list of golem designs
|
||
- On each room entry, the system iterates the loadout in order, attempting to summon each golem
|
||
- Loadout persists across rooms but **not** across spire runs
|
||
|
||
---
|
||
|
||
## 10. Summoning on Room Entry
|
||
|
||
When the player enters a new combat room:
|
||
|
||
```
|
||
onRoomEntry():
|
||
for each golemDesign in golemLoadout:
|
||
totalSummonCost = golemDesign.core.summonCost
|
||
+ golemDesign.frame.summonCost
|
||
+ golemDesign.mindCircuit.summonCost
|
||
+ sum(golemDesign.enchantments[i].summonCost)
|
||
|
||
if player has enough mana for totalSummonCost:
|
||
deductMana(totalSummonCost)
|
||
activeGolems.push({
|
||
...golemDesign,
|
||
roomsRemaining: golemDesign.core.maxRoomDuration,
|
||
attackProgress: 0,
|
||
currentMana: golemDesign.core.manaCapacity, // starts full
|
||
})
|
||
activityLog("${golemDesign.name} summoned")
|
||
else:
|
||
activityLog("Not enough mana to summon ${golemDesign.name} — skipped")
|
||
```
|
||
|
||
**Key rules:**
|
||
- Golems that cannot be summoned (insufficient mana) are **not re-attempted** within the same room
|
||
- Failed golems will be attempted again on the next room entry
|
||
- Summoning order follows the loadout priority list
|
||
- Golem starts with full mana (from Core capacity)
|
||
|
||
---
|
||
|
||
## 11. Golem Combat
|
||
|
||
Each active golem attacks on its own `attackProgress` timer:
|
||
|
||
```
|
||
golemProgress += HOURS_PER_TICK × golem.frame.attackSpeed
|
||
while golemProgress >= 1:
|
||
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 frames (Sand, Shadowglass) distribute damage across multiple targets
|
||
- Elemental matchup applies if the frame has an element
|
||
- Enchantment effects apply to basic attacks only
|
||
|
||
---
|
||
|
||
## 12. Golem Mana & Regeneration
|
||
|
||
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):
|
||
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 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
|
||
|
||
---
|
||
|
||
## 14. Room Duration Limit
|
||
|
||
```
|
||
onRoomCleared():
|
||
for each activeGolem:
|
||
activeGolem.roomsRemaining -= 1
|
||
if activeGolem.roomsRemaining <= 0:
|
||
dismiss(golem)
|
||
activityLog("${golem.name} has faded after ${maxRoomDuration} rooms")
|
||
```
|
||
|
||
**Key rules:**
|
||
- Room duration ticks down on room **clear**, not on room **entry**
|
||
- Golems persist through the full room they were summoned in
|
||
- When `roomsRemaining` reaches 0, the golem is dismissed
|
||
|
||
---
|
||
|
||
## 15. Golem Design Data Shape
|
||
|
||
```typescript
|
||
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;
|
||
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[];
|
||
}
|
||
```
|
||
|
||
---
|
||
|
||
## 16. Discipline Interactions
|
||
|
||
### 16.1 Golem Crafting Discipline
|
||
|
||
| Perk | Effect |
|
||
|---|---|
|
||
| `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) |
|
||
|
||
### 16.2 Fabricator Level
|
||
|
||
Directly determines base golem slots: `floor(fabricatorLevel / 2)`.
|
||
|
||
### 16.3 Component Unlocks via Attunements
|
||
|
||
| 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 |
|
||
|
||
---
|
||
|
||
## 17. Implementation Status
|
||
|
||
| Feature | Status |
|
||
|---|---|
|
||
| Core definitions & data | ✅ Complete |
|
||
| Frame definitions & data | ✅ Complete |
|
||
| Mind Circuit definitions & data | ✅ Complete |
|
||
| Enchantment system for golems | ✅ Complete |
|
||
| Golem design builder UI | ✅ Complete |
|
||
| Golem loadout with designs | ✅ Complete |
|
||
| Golem mana pool & regen | ✅ Complete |
|
||
| Spell casting from golem mana | ✅ Complete |
|
||
| Guardian Core + Guardian Constructs | ✅ Complete (data + runtime) |
|
||
| Summoning on room entry (new system) | ✅ Complete |
|
||
| Maintenance cost (player upkeep) | ✅ Complete |
|
||
| Room duration tracking | ✅ Complete |
|
||
| Golem combat (new system) | ✅ Complete |
|
||
| Legacy system cleanup (orphaned types/actions/files) | ✅ Complete |
|
||
| Discipline bonus integration (golemCapacity) | ✅ Complete |
|
||
|
||
---
|
||
|
||
## 18. Acceptance Criteria
|
||
|
||
| # | Criterion |
|
||
|---|---|
|
||
| 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 |
|
||
|
||
---
|
||
|
||
## 19. Files Reference
|
||
|
||
| File | Role |
|
||
|---|---|
|
||
| `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 | |