--- 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()`