176 lines
5.6 KiB
Markdown
176 lines
5.6 KiB
Markdown
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---
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description: Effect Processor architecture - the central system for executing all game state changes
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globs: src/systems/EffectProcessor.js, src/systems/EffectProcessor.ts, src/types/Effects.ts
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alwaysApply: false
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---
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# **Effect Processor Rule**
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The EffectProcessor is the central system responsible for executing all changes to the game state (Damage, Healing, Movement, Spawning). It is a stateless logic engine that takes a **Definition** (What to do) and a **Context** (Who is doing it to whom), and applies the necessary mutations to the UnitManager or VoxelGrid.
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## **1. System Overview**
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### **Architectural Role**
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- **Input:** EffectDefinition (JSON), Source (Unit), Target (Unit/Tile)
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- **Output:** State Mutation (HP changed, Unit moved) + EffectResult (Log data)
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- **Pattern:** Strategy Pattern. Each effect_type maps to a specific Handler Function
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## **2. Integration Points**
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### **A. Calling the Processor**
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The Processor is never called directly by the UI. It is invoked by:
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1. **SkillManager:** When an Active Skill is executed
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2. **EventSystem:** When a Passive Item triggers (e.g., "On Hit -> Apply Burn")
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3. **Environmental Hazard:** When a unit starts their turn on Fire/Acid
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### **B. Dependencies**
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The Processor requires injection of:
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- VoxelGrid: To check collision, modify terrain, or move units
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- UnitManager: To find neighbors (Chain Lightning) or spawn tokens (Turrets)
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- RNG: A seeded random number generator for damage variance and status chances
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## **3. Data Structure (JSON Schema)**
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Every effect in the game must adhere to this structure. See `src/types/Effects.ts` for full TypeScript definitions.
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### **Effect Types**
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```typescript
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export type EffectType =
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// Combat
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| "DAMAGE"
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| "HEAL"
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| "CHAIN_DAMAGE"
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| "REDIRECT_DAMAGE"
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| "PREVENT_DEATH"
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// Status & Stats
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| "APPLY_STATUS"
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| "REMOVE_STATUS"
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| "REMOVE_ALL_DEBUFFS"
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| "APPLY_BUFF"
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| "GIVE_AP"
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| "ADD_CHARGE"
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| "ADD_SHIELD"
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| "CONVERT_DAMAGE_TO_HEAL"
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| "DYNAMIC_BUFF"
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// Movement & Physics
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| "TELEPORT"
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| "MOVE_TO_TARGET"
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| "SWAP_POSITIONS"
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| "PHYSICS_PULL"
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| "PUSH"
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// World & Spawning
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| "SPAWN_OBJECT"
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| "SPAWN_HAZARD"
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| "SPAWN_LOOT"
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| "MODIFY_TERRAIN"
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| "DESTROY_VOXEL"
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| "DESTROY_OBJECTS"
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| "REVEAL_OBJECTS"
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| "COLLECT_LOOT"
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// Meta / Logic
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| "REPEAT_SKILL"
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| "CANCEL_EVENT"
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| "REDUCE_COST"
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| "BUFF_SPAWN"
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| "MODIFY_AOE";
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```
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### **Effect Parameters**
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```typescript
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export interface EffectParams {
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// Combat Magnitude
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power?: number; // Base amount (Damage/Heal)
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attribute?: string; // Stat to scale off (e.g., "strength", "magic")
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scaling?: number; // Multiplier for attribute (Default: 1.0)
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element?: "PHYSICAL" | "FIRE" | "ICE" | "SHOCK" | "VOID" | "TECH";
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// Chaining
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bounces?: number;
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decay?: number;
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synergy_trigger?: string; // Status ID that triggers bonus effect
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// Status/Buffs
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status_id?: string;
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duration?: number;
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stat?: string; // For Buffs
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value?: number; // For Buffs/Mods
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chance?: number; // 0.0 to 1.0 (Proc chance)
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// Physics
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force?: number; // Distance
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destination?: "TARGET" | "BEHIND_TARGET" | "ADJACENT_TO_TARGET";
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// World
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object_id?: string; // Unit ID to spawn
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hazard_id?: string;
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tag?: string; // Filter for objects (e.g. "COVER")
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range?: number; // AoE radius
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// Logic
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percentage?: number; // 0.0 - 1.0
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amount?: number; // Flat amount (AP/Charge)
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amount_range?: [number, number]; // [min, max]
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set_hp?: number; // Hard set HP value
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shape?: "CIRCLE" | "LINE" | "CONE" | "SINGLE";
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size?: number;
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multiplier?: number;
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}
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```
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## **4. Handler Specifications**
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### **Handler: DAMAGE**
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- **Logic:** `FinalDamage = (BasePower + (Source[Attribute] * Scaling)) - Target.Defense`
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- **Element Check:** If Target has Resistance/Weakness to `element`, modify FinalDamage
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- **Result:** `Target.currentHP -= FinalDamage`
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### **Handler: CHAIN_DAMAGE**
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- **Logic:** Apply `DAMAGE` to primary target. Then, scan for N nearest enemies within Range R. Apply `DAMAGE * Decay` to them
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- **Synergy:** If `condition.target_status` is present on a target, the chain may branch or deal double damage
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### **Handler: TELEPORT**
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- **Logic:** Validate destination tile (must be Air and Unoccupied). Update `Unit.position` and `VoxelGrid.unitMap`
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- **Visuals:** Trigger "Vanish" VFX at old pos, "Appear" VFX at new pos
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### **Handler: MODIFY_TERRAIN**
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- **Logic:** Update `VoxelGrid` ID at Target coordinates
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- **Use Case:** Sapper's "Breach Charge" turns `ID_WALL` into `ID_AIR`
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- **Safety:** Check `VoxelGrid.isDestructible()`. Do not destroy bedrock
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## **5. Conditions of Acceptance (CoA)**
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**CoA 1: Attribute Scaling**
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- Given a Damage Effect with `power: 10` and `attribute: "magic"`, if Source has `magic: 5`, the output damage must be 15
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**CoA 2: Conditional Logic**
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- Given an Effect with `condition: { target_status: "WET" }`, if the target does _not_ have the "WET" status, the effect must **not** execute (return early)
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**CoA 3: State Mutation**
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- When `APPLY_STATUS` is executed, the Target unit's `statusEffects` array must contain the new ID with the correct duration
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**CoA 4: Physics Safety**
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- When `PUSH` is executed, the system must check `VoxelGrid.isSolid()` behind the target. If a wall exists, the unit must **not** move into the wall (optionally take "Smash" damage instead)
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## **6. Implementation Requirements**
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- **Statelessness:** The processor should not hold state. It acts on the Unit and Grid passed to it
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- **Schema:** Effects must adhere to the EffectDefinition interface (Type + Params)
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- **All game state mutations** (Damage, Move, Spawn) **MUST** go through `EffectProcessor.process()`
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