aether-shards/.agent/rules/logic/TurnLifecycle/RULE.md

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---
description: Turn lifecycle logic - activation, reset, and tick system for unit turns
globs: src/systems/TurnSystem.js, src/systems/TurnSystem.ts
alwaysApply: false
---
# **Turn Lifecycle Rule**
This rule defines the exact state changes that occur when a unit becomes active (Start Turn) and when they finish (End Turn).
## **1. Start of Turn (Activation Phase)**
This logic runs immediately when TurnSystem identifies a unit as the new active actor.
### **A. Action Point (AP) Regeneration**
The unit must be given their budget for the turn.
- **Formula:** Base AP (3) + Math.floor(Speed / 5)
- **Constraint:** AP does _not_ roll over. It resets to this max value every turn. This encourages players to use their actions rather than hoard them
### **B. Cooldown Reduction**
- Iterate through all skills in `unit.skills`
- If `cooldown > 0`, decrement by 1
- _Note:_ This ensures a skill used on Turn 1 with a 1-turn cooldown is ready again on Turn 2
### **C. Status Effect Tick (The "Upkeep" Step)**
- Iterate through `unit.statusEffects`
- **Apply Effect:** If the effect is a "DoT" (Damage over Time) or "HoT" (Heal over Time), apply the value now
- **Decrement Duration:** Reduce the effect's duration by 1
- **Expire:** If duration reaches 0, remove the effect immediately (unless it is "Permanent")
- **Stun Check:** If a STUN status is active, skip the Action Phase and immediately trigger **End Turn**
## **2. End of Turn (Resolution Phase)**
This logic runs when the player clicks "End Turn" or the AI finishes its logic.
### **A. Charge Meter Consumption**
- **Logic:** We do _not_ set Charge to 0. We subtract 100
- **Why?** If a unit has 115 Charge (because they are very fast), setting it to 0 deletes that extra 15 speed advantage. Subtracting 100 lets them keep the 15 head-start on the next race
- **Formula:** `unit.chargeMeter = Math.max(0, unit.chargeMeter - 100)`
### **B. Action Slot Reset**
- Reset flags like `hasMoved`, `hasAttacked`, or `standardActionUsed` to false so the UI is clean for the next time they act
## **3. The Tick Loop (The "Race")**
This runs whenever no unit is currently active.
```js
while (no_unit_has_100_charge) {
globalTick++;
for (all_units as unit) {
// Gain Charge
unit.chargeMeter += unit.stats.speed;
// Cap?
// No cap, but we check for >= 100 break condition
}
}
// Sort by Charge (Descending) -> Highest Charge wins
```
## **4. TypeScript Interfaces**
```typescript
// src/types/TurnSystem.ts
export interface TurnState {
/** The ID of the unit currently acting */
activeUnitId: string | null;
/** How many "Ticks" have passed in total (Time) */
globalTime: number;
/** Ordered list of who acts next (predicted) for the UI */
projectedQueue: string[];
}
export interface TurnEvent {
type: 'TURN_CHANGE';
previousUnitId: string;
nextUnitId: string;
/** Did we wrap around a "virtual round"? */
isNewRound: boolean;
}
```
## **5. Conditions of Acceptance (CoA)**
**CoA 1: Speed determines frequency**
- If Unit A has Speed 20 and Unit B has Speed 10:
- Unit A should act roughly twice as often as Unit B over 10 turns
**CoA 2: Queue Prediction**
- The system must expose a `getPredictedQueue(depth)` method that "simulates" future ticks without applying them, so the UI can show the "Next 5 Units" list correctly
**CoA 3: Status Duration**
- A Status Effect with `duration: 1` applied on Turn X must expire exactly at the _start_ of the unit's _next_ turn (Turn X+1), ensuring it affects them for one full action phase
## **6. Implementation Requirements**
Create `src/systems/TurnSystem.js`:
1. **State:** Maintain a `globalTick` counter and reference to UnitManager
2. **End Turn Logic:** Implement `endTurn(unit)`. Reset the unit's charge to 0. Tick their cooldowns/statuses
3. **Time Loop:** Implement `advanceToNextTurn()`. Loop through all alive units, adding Speed to Charge. Stop as soon as one or more units reach 100
4. **Tie Breaking:** If multiple units pass 100 in the same tick, the one with the highest total charge goes first. If equal, Player beats Enemy
5. **Prediction:** Implement `simulateQueue(depth)` which clones the current charge state and runs the loop virtually to return an array of the next depth Unit IDs