feat(combat): implement HEAVY_STRIKE, SHIELD_BASH, DEFEND, POTION, and monster telegraphing

This commit is contained in:
Bastian Wagner
2026-08-20 21:27:12 +02:00
parent fc1873e41f
commit b3dac8f61c
3 changed files with 302 additions and 37 deletions

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@@ -101,7 +101,169 @@ describe('CombatEngineService', () => {
it('throws UnsupportedCombatActionError for an action it does not implement', () => { it('throws UnsupportedCombatActionError for an action it does not implement', () => {
expect(() => expect(() =>
engine.resolveAction(baseState(), { action: 'HEAVY_STRIKE' as CombatAction }), engine.resolveAction(baseState(), { action: 'FLEE' as CombatAction }),
).toThrow(UnsupportedCombatActionError); ).toThrow(UnsupportedCombatActionError);
}); });
it('HEAVY_STRIKE deals 160% damage to the monster', () => {
const result = engine.resolveAction(baseState(), { action: CombatAction.HEAVY_STRIKE });
// raw = 14; 14 * 1.6 = 22.4 -> rounds to 22
expect(result.events[0]).toEqual({
source: Combatant.PLAYER,
target: Combatant.MONSTER,
type: CombatEventType.DAMAGE,
amount: 22,
});
expect(result.state.monster.currentHp).toBe(45 - 22);
});
it('SHIELD_BASH deals 70% damage and does not emit INTERRUPT when nothing is pending', () => {
const result = engine.resolveAction(baseState(), { action: CombatAction.SHIELD_BASH });
// raw = 14; 14 * 0.7 = 9.8 -> rounds to 10
expect(result.events[0]).toEqual({
source: Combatant.PLAYER,
target: Combatant.MONSTER,
type: CombatEventType.DAMAGE,
amount: 10,
});
expect(result.events.some((event) => event.type === CombatEventType.INTERRUPT)).toBe(false);
});
it('SHIELD_BASH interrupts a pending Heavy Attack and the monster does not act this round', () => {
const state = baseState({
monster: {
currentHp: 45,
maxHp: 45,
stats: { attack: 5, armor: 0, pendingAction: 'HEAVY_ATTACK' },
},
});
const result = engine.resolveAction(state, { action: CombatAction.SHIELD_BASH });
expect(result.events).toEqual([
{ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.DAMAGE, amount: 10 },
{ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.INTERRUPT },
]);
expect(result.state.monster.stats.pendingAction).toBeUndefined();
expect(result.state.player.currentHp).toBe(100);
expect(result.state.round).toBe(2);
});
it('DEFEND deals no damage and halves the monster normal attack this round', () => {
const result = engine.resolveAction(baseState(), { action: CombatAction.DEFEND });
expect(result.state.monster.currentHp).toBe(45);
// raw = 5; mitigated = 4.545...; * 0.5 = 2.27 -> rounds to 2
expect(result.events).toEqual([
{ source: Combatant.PLAYER, target: Combatant.PLAYER, type: CombatEventType.DEFEND },
{ source: Combatant.MONSTER, target: Combatant.PLAYER, type: CombatEventType.DAMAGE, amount: 2 },
]);
expect(result.state.player.currentHp).toBe(98);
});
it('POTION heals 35% of max HP, decrements potionsRemaining, and the monster still acts', () => {
const state = baseState({
player: {
currentHp: 60,
maxHp: 100,
stats: { attack: 6, weaponDamage: 8, armor: 6, potionsRemaining: 2 },
},
});
const result = engine.resolveAction(state, { action: CombatAction.POTION });
// 35% of 100 = 35
expect(result.events[0]).toEqual({
source: Combatant.PLAYER,
target: Combatant.PLAYER,
type: CombatEventType.HEAL,
amount: 35,
});
expect(result.events[1]).toEqual({
source: Combatant.MONSTER,
target: Combatant.PLAYER,
type: CombatEventType.DAMAGE,
amount: 5,
});
// 60 + 35 healed - 5 monster hit = 90
expect(result.state.player.currentHp).toBe(90);
expect(result.state.player.stats.potionsRemaining).toBe(1);
});
it('caps POTION healing at the maximum HP', () => {
const state = baseState({
player: {
currentHp: 90,
maxHp: 100,
stats: { attack: 6, weaponDamage: 8, armor: 6, potionsRemaining: 1 },
},
});
const result = engine.resolveAction(state, { action: CombatAction.POTION });
// 35% of 100 = 35, but only 10 HP is missing
expect(result.events[0]).toEqual({
source: Combatant.PLAYER,
target: Combatant.PLAYER,
type: CombatEventType.HEAL,
amount: 10,
});
});
it('telegraphs a Heavy Attack instead of attacking on the third round, and resolves it the round after', () => {
const round3State = baseState({ round: 3 });
const telegraphResult = engine.resolveAction(round3State, { action: CombatAction.ATTACK });
expect(telegraphResult.state.player.currentHp).toBe(100);
expect(telegraphResult.state.monster.stats.pendingAction).toBe('HEAVY_ATTACK');
expect(telegraphResult.events[1]).toEqual({
source: Combatant.MONSTER,
target: Combatant.PLAYER,
type: CombatEventType.TELEGRAPH,
});
expect(telegraphResult.state.round).toBe(4);
const resolveResult = engine.resolveAction(telegraphResult.state, { action: CombatAction.ATTACK });
// raw = 5; mitigated = 4.545...; heavy * 1.6 = 7.27 -> rounds to 7
expect(resolveResult.events[1]).toEqual({
source: Combatant.MONSTER,
target: Combatant.PLAYER,
type: CombatEventType.DAMAGE,
amount: 7,
});
expect(resolveResult.state.monster.stats.pendingAction).toBeUndefined();
expect(resolveResult.state.player.currentHp).toBe(100 - 7);
});
it('does not resolve a pending Heavy Attack when the monster is killed this round', () => {
const state = baseState({
monster: {
currentHp: 10,
maxHp: 45,
stats: { attack: 5, armor: 0, pendingAction: 'HEAVY_ATTACK' },
},
});
const result = engine.resolveAction(state, { action: CombatAction.ATTACK });
expect(result.state.status).toBe(CombatStatus.WON);
expect(result.state.player.currentHp).toBe(100);
expect(result.events).toEqual([
{ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.DAMAGE, amount: 14 },
{ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.COMBAT_WON },
]);
});
it('is deterministic for HEAVY_STRIKE as well', () => {
const state = baseState();
const first = engine.resolveAction(state, { action: CombatAction.HEAVY_STRIKE });
const second = engine.resolveAction(state, { action: CombatAction.HEAVY_STRIKE });
expect(first).toEqual(second);
});
}); });

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@@ -4,6 +4,7 @@ import { calculateDamage } from './combat-damage';
import { Combatant } from './combatant.enum'; import { Combatant } from './combatant.enum';
import { import {
CombatActionInput, CombatActionInput,
CombatEngineCombatant,
CombatEngineEvent, CombatEngineEvent,
CombatEngineResult, CombatEngineResult,
CombatEngineState, CombatEngineState,
@@ -17,62 +18,122 @@ export class UnsupportedCombatActionError extends Error {
} }
} }
// The monster telegraphs a Heavy Attack instead of striking every third
// round it acts, then resolves it the round after unless SHIELD_BASH
// interrupts it. A fixed cadence (not RNG) keeps combat deterministic
// (Playable Slice 0.6 spec §10/§11).
const TELEGRAPH_ROUND_INTERVAL = 3;
const HEAVY_ATTACK_MULTIPLIER = 1.6;
const SHIELD_BASH_MULTIPLIER = 0.7;
const DEFEND_MITIGATION_MULTIPLIER = 0.5;
const POTION_HEAL_FRACTION = 0.35;
@Injectable() @Injectable()
export class CombatEngineService { export class CombatEngineService {
resolveAction(state: CombatEngineState, input: CombatActionInput): CombatEngineResult { resolveAction(state: CombatEngineState, input: CombatActionInput): CombatEngineResult {
switch (input.action) { switch (input.action) {
case CombatAction.ATTACK: case CombatAction.ATTACK:
return this.resolveAttack(state); return this.resolvePlayerStrike(state, 1);
case CombatAction.HEAVY_STRIKE:
return this.resolvePlayerStrike(state, HEAVY_ATTACK_MULTIPLIER);
case CombatAction.SHIELD_BASH:
return this.resolveShieldBash(state);
case CombatAction.DEFEND:
return this.resolveDefend(state);
case CombatAction.POTION:
return this.resolvePotion(state);
default: default:
throw new UnsupportedCombatActionError(input.action); throw new UnsupportedCombatActionError(input.action);
} }
} }
private resolveAttack(state: CombatEngineState): CombatEngineResult { private resolvePlayerStrike(state: CombatEngineState, multiplier: number): CombatEngineResult {
const player = this.cloneCombatant(state.player);
const monster = this.cloneCombatant(state.monster);
const events: CombatEngineEvent[] = []; const events: CombatEngineEvent[] = [];
const player = { ...state.player };
const monster = { ...state.monster };
const playerDamage = calculateDamage(player.stats, monster.stats.armor); const damage = calculateDamage(player.stats, monster.stats.armor, multiplier);
monster.currentHp = Math.max(0, monster.currentHp - playerDamage); monster.currentHp = Math.max(0, monster.currentHp - damage);
events.push({ events.push({
source: Combatant.PLAYER, source: Combatant.PLAYER,
target: Combatant.MONSTER, target: Combatant.MONSTER,
type: CombatEventType.DAMAGE, type: CombatEventType.DAMAGE,
amount: playerDamage, amount: damage,
}); });
if (monster.currentHp <= 0) { return this.finishRound(state, player, monster, events, false);
events.push({ }
source: Combatant.PLAYER,
target: Combatant.MONSTER, private resolveShieldBash(state: CombatEngineState): CombatEngineResult {
type: CombatEventType.COMBAT_WON, const player = this.cloneCombatant(state.player);
}); const monster = this.cloneCombatant(state.monster);
return { const events: CombatEngineEvent[] = [];
state: { ...state, player, monster, status: CombatStatus.WON },
events, const damage = calculateDamage(player.stats, monster.stats.armor, SHIELD_BASH_MULTIPLIER);
}; monster.currentHp = Math.max(0, monster.currentHp - damage);
events.push({
source: Combatant.PLAYER,
target: Combatant.MONSTER,
type: CombatEventType.DAMAGE,
amount: damage,
});
let interrupted = false;
if (monster.stats.pendingAction) {
monster.stats.pendingAction = undefined;
interrupted = true;
events.push({ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.INTERRUPT });
} }
const monsterDamage = calculateDamage(monster.stats, player.stats.armor); return this.finishRound(state, player, monster, events, false, interrupted);
player.currentHp = Math.max(0, player.currentHp - monsterDamage); }
events.push({
source: Combatant.MONSTER,
target: Combatant.PLAYER,
type: CombatEventType.DAMAGE,
amount: monsterDamage,
});
if (player.currentHp <= 0) { private resolveDefend(state: CombatEngineState): CombatEngineResult {
events.push({ const player = this.cloneCombatant(state.player);
source: Combatant.MONSTER, const monster = this.cloneCombatant(state.monster);
target: Combatant.PLAYER, const events: CombatEngineEvent[] = [
type: CombatEventType.COMBAT_LOST, { source: Combatant.PLAYER, target: Combatant.PLAYER, type: CombatEventType.DEFEND },
}); ];
return {
state: { ...state, player, monster, status: CombatStatus.LOST }, return this.finishRound(state, player, monster, events, true);
events, }
};
private resolvePotion(state: CombatEngineState): CombatEngineResult {
const player = this.cloneCombatant(state.player);
const monster = this.cloneCombatant(state.monster);
const rawHeal = Math.round(player.maxHp * POTION_HEAL_FRACTION);
const healed = Math.min(rawHeal, player.maxHp - player.currentHp);
player.currentHp += healed;
player.stats.potionsRemaining = (player.stats.potionsRemaining ?? 0) - 1;
const events: CombatEngineEvent[] = [
{ source: Combatant.PLAYER, target: Combatant.PLAYER, type: CombatEventType.HEAL, amount: healed },
];
return this.finishRound(state, player, monster, events, false);
}
private finishRound(
state: CombatEngineState,
player: CombatEngineCombatant,
monster: CombatEngineCombatant,
events: CombatEngineEvent[],
defended: boolean,
interrupted = false,
): CombatEngineResult {
if (monster.currentHp <= 0) {
events.push({ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.COMBAT_WON });
return { state: { ...state, player, monster, status: CombatStatus.WON }, events };
}
if (!interrupted) {
this.resolveMonsterTurn(state.round, monster, player, defended, events);
if (player.currentHp <= 0) {
events.push({ source: Combatant.MONSTER, target: Combatant.PLAYER, type: CombatEventType.COMBAT_LOST });
return { state: { ...state, player, monster, status: CombatStatus.LOST }, events };
}
} }
return { return {
@@ -80,4 +141,46 @@ export class CombatEngineService {
events, events,
}; };
} }
private resolveMonsterTurn(
round: number,
monster: CombatEngineCombatant,
player: CombatEngineCombatant,
defended: boolean,
events: CombatEngineEvent[],
): void {
const defendMultiplier = defended ? DEFEND_MITIGATION_MULTIPLIER : 1;
if (monster.stats.pendingAction === 'HEAVY_ATTACK') {
monster.stats.pendingAction = undefined;
const damage = calculateDamage(monster.stats, player.stats.armor, HEAVY_ATTACK_MULTIPLIER * defendMultiplier);
player.currentHp = Math.max(0, player.currentHp - damage);
events.push({
source: Combatant.MONSTER,
target: Combatant.PLAYER,
type: CombatEventType.DAMAGE,
amount: damage,
});
return;
}
if (round % TELEGRAPH_ROUND_INTERVAL === 0) {
monster.stats.pendingAction = 'HEAVY_ATTACK';
events.push({ source: Combatant.MONSTER, target: Combatant.PLAYER, type: CombatEventType.TELEGRAPH });
return;
}
const damage = calculateDamage(monster.stats, player.stats.armor, defendMultiplier);
player.currentHp = Math.max(0, player.currentHp - damage);
events.push({
source: Combatant.MONSTER,
target: Combatant.PLAYER,
type: CombatEventType.DAMAGE,
amount: damage,
});
}
private cloneCombatant(combatant: CombatEngineCombatant): CombatEngineCombatant {
return { ...combatant, stats: { ...combatant.stats } };
}
} }

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@@ -829,7 +829,7 @@ describe('CombatService', () => {
huntEncounterId: ENCOUNTER_ID, huntEncounterId: ENCOUNTER_ID,
monsterDefinitionId: MONSTER_ID, monsterDefinitionId: MONSTER_ID,
status: CombatStatus.ACTIVE, status: CombatStatus.ACTIVE,
round: 3, round: 2,
playerMaxHp: 100, playerMaxHp: 100,
playerCurrentHp: 1, playerCurrentHp: 1,
monsterMaxHp: 45, monsterMaxHp: 45,