Create and modify combat system components for SHINOBI WAY game following the dual-system architecture (CombatCalculationSystem + CombatWorkflowSystem)...
Create combat system components following the dual-system architecture: pure calculations separated from state workflow.
Player Action → CombatCalculationSystem (pure math) → CombatWorkflowSystem (apply to state)
CombatCalculationSystem: Pure functions, no mutations, returns complete results CombatWorkflowSystem: State management, applies calculated results, controls flow
1. Hit Check → MELEE: Speed vs Speed | RANGED: Accuracy vs Speed | AUTO: Always hits
2. Base Damage → ScalingStat × damageMult
3. Element → Super: 1.5× (+10% crit) | Resist: 0.5× | Neutral: 1.0×
4. Critical → 8% + (DEX × 0.5) + bonuses, max 75%, multiplier 1.75×
5. Defense → Flat (max 60% reduction) then % (soft cap 75%)
1. INVULNERABILITY → Blocks ALL damage (return 0)
2. REFLECTION → Calculate reflected damage (before curse)
3. CURSE → Amplify: damage × (1 + curseValue)
4. SHIELD → Absorb damage before HP
5. GUTS → Survive at 1 HP if roll succeeds
| Type | Flat | Percent (Soft Cap) |
|---|---|---|
| Physical | STR × 0.3 |
STR / (STR + 200) |
| Elemental | SPI × 0.3 |
SPI / (SPI + 200) |
| Mental | CAL × 0.25 |
CAL / (CAL + 150) |
| Property | Flat Def | % Def |
|---|---|---|
| NORMAL | ✅ (max 60%) | ✅ |
| PIERCING | ❌ | ✅ |
| ARMOR_BREAK | ✅ | ❌ |
| TRUE | ❌ | ❌ |
Ask: Is this pure math or state management?
| CombatCalculationSystem | CombatWorkflowSystem |
|---|---|
| Damage formulas | Applying damage to HP |
| Hit/miss/evasion rolls | Turn order management |
| Crit calculations | Buff duration tracking |
| Defense reduction | Phase transitions |
| Effect chance rolls | Combat log generation |
For new calculations, define the result interface:
interface NewMechanicResult {
// All values needed to apply this mechanic
value: number;
triggered: boolean;
// Metadata for logging
logs: CombatLogEntry[];
}
// In CombatCalculationSystem
function calculateNewMechanic(
attackerStats: DerivedStats,
defenderStats: DerivedStats,
context: CombatContext
): NewMechanicResult {
// Pure calculation - NO state mutation
return { value, triggered, logs };
}
// In CombatWorkflowSystem
function applyNewMechanic(
state: CombatWorkflowState,
result: NewMechanicResult
): CombatWorkflowState {
// Apply result to state - returns NEW state
return { ...state, /* updated values */ };
}
// Damage Over Time
DOT, BLEED, BURN, POISON
// Crowd Control
STUN, CONFUSION, SILENCE
// Defensive
SHIELD, INVULNERABILITY, REFLECTION
// Stat Modifiers
BUFF, DEBUFF, CURSE
// Recovery
HEAL, REGEN, CHAKRA_DRAIN
interface SkillEffect {
type: EffectType;
value: number; // Damage/heal amount or multiplier
duration: number; // Turns (-1 = permanent)
chance: number; // 0.0-1.0 application chance
targetStat?: PrimaryStat; // For BUFF/DEBUFF
damageType?: DamageType; // For DoTs
damageProperty?: DamageProperty;
}
// DoTs get 50% defense mitigation
dotDamage = max(1, baseDamage - (flatDef × 0.5) - (damage × percentDef × 0.5))
Player Turn:
Enemy Turn:
// 1. Add to CombatPhase enum
enum CombatPhase {
// ... existing
NEW_PHASE,
}
// 2. Create calculation function
function calculateNewPhaseEffects(state: CombatWorkflowState): NewPhaseResult;
// 3. Create workflow handler
function processNewPhase(state: CombatWorkflowState): CombatWorkflowState;
// 4. Insert into turn flow in processEnemyTurn or executePlayerAction
/**
* [Description of what this calculates]
* @param attackerStats - Attacker's derived stats
* @param defenderStats - Defender's derived stats
* @param skill - The skill being used
* @returns [ResultType] with all calculation details
*/
export function calculateX(
attackerStats: DerivedStats,
defenderStats: DerivedStats,
skill: Skill
): XResult {
const result: XResult = {
// Initialize result object
};
// Pure calculations here
// NO state mutation
// Use Math.random() for rolls
return result;
}
/**
* [Description of what state changes this applies]
* @param state - Current combat state
* @param result - Calculation result to apply
* @returns New combat state with changes applied
*/
export function applyX(
state: CombatWorkflowState,
result: XResult
): CombatWorkflowState {
// Create new state object (immutable)
const newState = { ...state };
// Apply result values to state
// Add combat logs
// Check for combat end conditions
return newState;
}
// In constants/index.ts - Add to SKILLS
NEW_SKILL: {
id: 'new_skill',
name: 'New Skill Name',
// ... other properties
effects: [{
type: EffectType.NEW_EFFECT,
value: 10,
duration: 3,
chance: 0.8,
damageType: DamageType.PHYSICAL,
damageProperty: DamageProperty.NORMAL
}]
}
// In CombatSystem.ts - Handle in applyMitigation or processDoT
if (buff.effect.type === EffectType.NEW_EFFECT) {
// Calculate effect
// Apply to appropriate target
}
50 + (WIL × 12)30 + (CHA × 8)maxHP × 0.02 × (WIL / 20)INT × 2WIL / (WIL + 200)CAL / (CAL + 80)SPD / (SPD + 250)