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Mana-Loop/src/lib/game/stores/combat-descent-actions.ts
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n8n-gitea fde5911780
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fix: prevent non-combat room repeated rewards during descent (Issue #382)
- Wrap library XP grant in progress < required guard so completed rooms don't grant XP every tick
- Add early return in treasure room tick when progress >= required to skip loot processing
- Initialize non-combat rooms (library, treasure, recovery) during descent in onEnterRoomDescend
- Add regression test file: non-combat-room-reward-guards.test.ts (8 tests)
2026-06-12 14:18:04 +02:00

298 lines
11 KiB
TypeScript

// ─── Combat Descent Actions ────────────────────────────────────────────────────
// Extracted from combatStore.ts to keep the store under the 400-line limit.
// Implements the spec-driven descent system (climbing spec §4.4–§4.9).
import type { CombatState, CombatStore } from './combat-state.types';
import { generateSpireFloorState, getRoomsForFloor } from '../utils/spire-utils';
import { getGuardianForFloor } from '../data/guardian-encounters';
import { usePrestigeStore } from './prestigeStore';
import { useManaStore } from './manaStore';
import { summonGolemsOnRoomEntry } from './golem-combat-actions';
import { computeDisciplineEffects } from '../effects/discipline-effects';
import { useAttunementStore } from './attunementStore';
import { useDisciplineStore } from './discipline-slice';
import {
onEnterLibraryRoom,
onEnterRecoveryRoom,
onEnterTreasureRoom,
onEnterPuzzleRoom,
} from './non-combat-room-actions';
type GetFn = () => CombatStore;
type SetFn = (state: Partial<CombatState>) => void;
/** Helper: compute total enemy HP from a room */
function calcRoomHP(room: { enemies?: Array<{ hp: number }> }): number {
if (!room.enemies || room.enemies.length === 0) return 0;
return room.enemies.reduce((sum, e) => sum + e.hp, 0);
}
// ─── enterDescentMode (climbing spec §4.5) ────────────────────────────────────
export function enterDescentMode(get: GetFn, set: SetFn): void {
const s = get();
set({
climbDirection: 'down',
descentPeak: { floor: s.currentFloor, roomIndex: s.currentRoomIndex },
isDescentComplete: false,
runId: s.runId,
});
get().addActivityLog('floor_transition',
`Beginning descent from Floor ${s.currentFloor}, Room ${s.currentRoomIndex + 1}`);
onEnterRoomDescend(get, set);
}
// ─── advanceRoomOrFloor (climbing spec §4.4, §4.6) ────────────────────────────
export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
const s = get();
if (s.climbDirection === 'down') {
get().addActivityLog('floor_transition', `Room ${s.currentRoomIndex + 1} passed`);
if (s.currentFloor <= s.exitFloor && s.currentRoomIndex <= 0) {
set({ isDescentComplete: true });
get().addActivityLog('floor_transition',
'Descent complete — Exit Spire is now available');
return;
}
if (s.currentRoomIndex <= 0) {
const newFloor = s.currentFloor - 1;
const seed = newFloor * 12345 + s.runId;
const newRoomsPerFloor = getRoomsForFloor(newFloor, seed);
const newRoomIndex = newRoomsPerFloor - 1;
const newRoom = generateSpireFloorState(newFloor, newRoomIndex, newRoomsPerFloor, s.runId);
const newFloorHP = calcRoomHP(newRoom);
set({
currentFloor: newFloor,
currentRoomIndex: newRoomIndex,
roomsPerFloor: newRoomsPerFloor,
currentRoom: newRoom,
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
weaponCastProgress: {},
});
get().addActivityLog('floor_transition', `Descended to Floor ${newFloor}`);
} else {
const newRoomIndex = s.currentRoomIndex - 1;
const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor, s.runId);
const newFloorHP = calcRoomHP(newRoom);
set({
currentRoomIndex: newRoomIndex,
currentRoom: newRoom,
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
weaponCastProgress: {},
});
}
summonGolemsForRoom(get, set);
onEnterRoomDescend(get, set);
} else {
const roomKey = `${s.currentFloor}:${s.currentRoomIndex}`;
set((prev) => ({
clearedRooms: { ...prev.clearedRooms, [roomKey]: true },
}));
get().addActivityLog('floor_transition',
`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1}/${s.roomsPerFloor} cleared`);
if (s.currentRoomIndex + 1 >= s.roomsPerFloor) {
const newFloor = Math.min(s.currentFloor + 1, 100);
const newRoomsPerFloor = getRoomsForFloor(newFloor, newFloor * 12345 + s.runId);
const newRoom = generateSpireFloorState(newFloor, 0, newRoomsPerFloor, s.runId);
const newFloorHP = calcRoomHP(newRoom);
set({
currentFloor: newFloor,
currentRoomIndex: 0,
roomsPerFloor: newRoomsPerFloor,
currentRoom: newRoom,
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
weaponCastProgress: {},
});
get().addActivityLog('floor_transition', `Ascending to Floor ${newFloor}`);
} else {
const newRoomIndex = s.currentRoomIndex + 1;
const newRoom = generateSpireFloorState(s.currentFloor, newRoomIndex, s.roomsPerFloor, s.runId);
const newFloorHP = calcRoomHP(newRoom);
set({
currentRoomIndex: newRoomIndex,
currentRoom: newRoom,
floorHP: newFloorHP,
floorMaxHP: newFloorHP,
castProgress: 0,
weaponCastProgress: {},
});
}
summonGolemsForRoom(get, set);
// Handle non-combat rooms on ascent — initialize progress, do NOT auto-advance
const room = get().currentRoom;
if (room.roomType === 'library') {
onEnterLibraryRoom(get, set);
} else if (room.roomType === 'recovery') {
onEnterRecoveryRoom(get, set);
} else if (room.roomType === 'treasure') {
onEnterTreasureRoom(get, set);
} else if (room.roomType === 'puzzle') {
onEnterPuzzleRoom(get, set);
}
}
}
// ─── Golem Summoning on Room Entry (spec §9.3) ──────────────────────────────
function summonGolemsForRoom(get: GetFn, set: SetFn): void {
const s = get();
const manaState = useManaStore.getState();
const loadout = s.golemancy?.golemLoadout ?? [];
if (loadout.length === 0) return;
const attStore = useAttunementStore.getState();
const fabLevel = attStore.attunements?.fabricator?.level ?? 0;
const discEffects = computeDisciplineEffects();
const discBonus = Math.floor(discEffects.bonuses.golemCapacity || 0);
const currentActiveGolems = s.golemancy?.activeGolems ?? [];
const summonResult = summonGolemsOnRoomEntry(
loadout,
manaState.rawMana,
manaState.elements,
s.currentFloor,
currentActiveGolems,
discBonus,
fabLevel,
);
if (summonResult.logMessages.length > 0) {
summonResult.logMessages.forEach((msg) => get().addActivityLog('special_effect', msg));
}
set({
golemancy: { ...s.golemancy, activeGolems: summonResult.activeGolems },
});
useManaStore.setState({
rawMana: summonResult.rawMana,
elements: summonResult.elements,
});
}
// ─── onEnterRoomDescend (climbing spec §4.7) ──────────────────────────────────
export function onEnterRoomDescend(get: GetFn, set: SetFn): void {
const s = get();
const key = `${s.currentFloor}:${s.currentRoomIndex}`;
if (s.roomResetState[key] === undefined) {
set((prev) => ({
roomResetState: { ...prev.roomResetState, [key]: Math.random() < 0.5 },
}));
}
const wasCleared = s.clearedRooms[key] === true;
if (!wasCleared) {
get().addActivityLog('floor_transition',
`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1} was not cleared — enemies present`);
// Initialize guardian defensive state for uncleared guardian rooms
if (s.currentRoom.roomType === 'guardian') {
const guardian = getGuardianForFloor(s.currentFloor);
if (guardian) {
set({
guardianShield: guardian.shield ?? 0,
guardianShieldMax: guardian.shield ?? 0,
guardianBarrier: guardian.barrier ?? 0,
guardianBarrierMax: guardian.barrier ?? 0,
});
}
}
// Initialize non-combat rooms during descent so they have proper progress tracking
if (s.currentRoom.roomType === 'library') {
onEnterLibraryRoom(get, set);
} else if (s.currentRoom.roomType === 'recovery') {
onEnterRecoveryRoom(get, set);
} else if (s.currentRoom.roomType === 'treasure') {
onEnterTreasureRoom(get, set);
} else if (s.currentRoom.roomType === 'puzzle') {
onEnterPuzzleRoom(get, set);
}
return;
}
const didReset = get().roomResetState[key];
if (didReset) {
const newRoom = generateSpireFloorState(s.currentFloor, s.currentRoomIndex, s.roomsPerFloor, s.runId);
set({ currentRoom: newRoom, castProgress: 0, weaponCastProgress: {} });
get().addActivityLog('floor_transition',
`Floor ${s.currentFloor} Room ${s.currentRoomIndex + 1} has reset — enemies respawned`);
if (newRoom.roomType === 'guardian') {
const guardian = getGuardianForFloor(s.currentFloor);
if (guardian) {
set({
guardianShield: guardian.shield ?? 0,
guardianShieldMax: guardian.shield ?? 0,
guardianBarrier: guardian.barrier ?? 0,
guardianBarrierMax: guardian.barrier ?? 0,
});
}
}
} else {
advanceRoomOrFloor(get, set);
}
}
// ─── enterSpireMode (climbing spec §4.1) ──────────────────────────────────────
export function createEnterSpireMode(get: GetFn, set: SetFn) {
return () => {
const prestigeStore = usePrestigeStore.getState();
const spireKey = prestigeStore.prestigeUpgrades.spireKey || 0;
const startFloor = 1 + (spireKey * 2);
const runId = Math.floor(Math.random() * 2147483647);
const seed = startFloor * 12345 + runId;
const rooms = getRoomsForFloor(startFloor, seed);
const freshRoom = generateSpireFloorState(startFloor, 0, rooms, runId);
set({
spireMode: true,
currentAction: 'climb',
currentFloor: startFloor,
startFloor,
exitFloor: startFloor,
runId,
currentRoomIndex: 0,
roomsPerFloor: rooms,
floorHP: calcRoomHP(freshRoom),
floorMaxHP: calcRoomHP(freshRoom),
currentRoom: freshRoom,
castProgress: 0,
weaponCastProgress: {},
climbDirection: 'up',
isDescending: false,
clearedFloors: {},
clearedRooms: {},
roomResetState: {},
descentPeak: null,
isDescentComplete: false,
golemancy: { activeGolems: [], lastSummonFloor: 0, golemDesigns: get().golemancy?.golemDesigns ?? {}, golemLoadout: [] },
});
// Deactivate all active disciplines when entering the Spire
useDisciplineStore.getState().deactivateAll();
get().addActivityLog('floor_transition',
`Entered the Spire at Floor ${startFloor}`);
};
}