aether-shards/specs/EffectProcessor.spec.md

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# **Effect Processor Specification: The Game Logic Engine**
This document defines the architecture for the **Effect Processor**, the central system responsible for executing all changes to the game state (Damage, Healing, Movement, Spawning).
## **1. System Overview**
The EffectProcessor is a stateless logic engine. It 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.
### **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.
```typescript
interface EffectDefinition {
type: EffectType;
// -- 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)
// -- Flavour --
element?: "PHYSICAL" | "FIRE" | "ICE" | "SHOCK" | "VOID" | "TECH";
// -- Status/Buffs --
status_id?: string; // For APPLY_STATUS
duration?: number; // Turns
chance?: number; // 0.0 to 1.0
// -- Movement/Physics --
force?: number; // Distance for Push/Pull
destination?: "TARGET" | "BEHIND_TARGET"; // For Teleport
// -- Conditionals --
condition?: {
target_tag?: string; // e.g. "MECHANICAL"
target_status?: string; // e.g. "WET"
hp_threshold?: number; // e.g. 0.3 (30%)
};
}
type EffectType =
| "DAMAGE"
| "HEAL"
| "APPLY_STATUS"
| "REMOVE_STATUS"
| "TELEPORT"
| "PUSH"
| "PULL"
| "SPAWN_UNIT"
| "MODIFY_TERRAIN" // Destroy walls, create hazards
| "CHAIN_DAMAGE"; // Bouncing projectiles
```
## 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. Prompt for Coding Agent
> "Create `src/systems/EffectProcessor.js`.
>
> 1. **Constructor:** Accept `VoxelGrid` and `UnitManager`. Initialize a map of `handlers`.
> 2. **Process Method:** `process(effectDef, source, target)`. Look up handler by `effectDef.type`. Verify `checkConditions()`. Execute handler. Return `ResultObject`.
> 3. **Handlers:** Implement `handleDamage`, `handleHeal`, `handleStatus`, `handleMove`.
> 4. **Helper:** Implement `calculatePower(def, source)` to handle attribute scaling logic centrally."