aether-shards/.cursor/rules/logic/EffectProcessor/RULE.md

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