feat: add combo skill system with 5 combos

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-25 15:06:56 +09:00
parent 22ebeb1d48
commit 69ac6cd383
3 changed files with 182 additions and 0 deletions

91
combat/combo.go Normal file
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@@ -0,0 +1,91 @@
package combat
import "github.com/tolelom/catacombs/entity"
type ComboAction struct {
Class entity.Class
ActionType string // "attack", "skill", "item"
}
type ComboEffect struct {
DamageMultiplier float64 // multiplied onto each AttackIntent.Multiplier
BonusDamage int // added to each AttackIntent.PlayerATK
HealAll int // heal all players after resolution
Message string // shown in combat log
}
type ComboDef struct {
Name string
Required []ComboAction
Effect ComboEffect
}
var comboDefs = []ComboDef{
{
Name: "Ice Shatter",
Required: []ComboAction{
{Class: entity.ClassMage, ActionType: "skill"},
{Class: entity.ClassWarrior, ActionType: "attack"},
},
Effect: ComboEffect{DamageMultiplier: 1.5, Message: "💥 ICE SHATTER! Frozen enemies shatter!"},
},
{
Name: "Holy Assault",
Required: []ComboAction{
{Class: entity.ClassHealer, ActionType: "skill"},
{Class: entity.ClassWarrior, ActionType: "attack"},
},
Effect: ComboEffect{DamageMultiplier: 1.3, HealAll: 10, Message: "✨ HOLY ASSAULT! Blessed strikes heal the party!"},
},
{
Name: "Shadow Strike",
Required: []ComboAction{
{Class: entity.ClassRogue, ActionType: "skill"},
{Class: entity.ClassMage, ActionType: "attack"},
},
Effect: ComboEffect{DamageMultiplier: 1.4, Message: "🗡️ SHADOW STRIKE! Magical shadows amplify the attack!"},
},
{
Name: "Full Assault",
Required: []ComboAction{
{Class: entity.ClassWarrior, ActionType: "attack"},
{Class: entity.ClassMage, ActionType: "attack"},
{Class: entity.ClassRogue, ActionType: "attack"},
},
Effect: ComboEffect{DamageMultiplier: 1.3, BonusDamage: 5, Message: "⚔️ FULL ASSAULT! Combined attack overwhelms!"},
},
{
Name: "Restoration",
Required: []ComboAction{
{Class: entity.ClassHealer, ActionType: "skill"},
{Class: entity.ClassRogue, ActionType: "item"},
},
Effect: ComboEffect{HealAll: 20, Message: "💚 RESTORATION! Combined healing surges!"},
},
}
func DetectCombos(actions map[string]ComboAction) []ComboDef {
var triggered []ComboDef
for _, combo := range comboDefs {
if matchesCombo(combo.Required, actions) {
triggered = append(triggered, combo)
}
}
return triggered
}
func matchesCombo(required []ComboAction, actions map[string]ComboAction) bool {
for _, req := range required {
found := false
for _, act := range actions {
if act.Class == req.Class && act.ActionType == req.ActionType {
found = true
break
}
}
if !found {
return false
}
}
return true
}

45
combat/combo_test.go Normal file
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@@ -0,0 +1,45 @@
package combat
import (
"testing"
"github.com/tolelom/catacombs/entity"
)
func TestDetectCombo_IceShatter(t *testing.T) {
actions := map[string]ComboAction{
"mage": {Class: entity.ClassMage, ActionType: "skill"},
"warrior": {Class: entity.ClassWarrior, ActionType: "attack"},
}
combos := DetectCombos(actions)
if len(combos) == 0 {
t.Fatal("expected Ice Shatter combo")
}
if combos[0].Name != "Ice Shatter" {
t.Errorf("expected 'Ice Shatter', got %q", combos[0].Name)
}
}
func TestDetectCombo_NoMatch(t *testing.T) {
actions := map[string]ComboAction{
"w1": {Class: entity.ClassWarrior, ActionType: "attack"},
"w2": {Class: entity.ClassWarrior, ActionType: "attack"},
}
combos := DetectCombos(actions)
if len(combos) != 0 {
t.Errorf("expected no combos, got %d", len(combos))
}
}
func TestDetectCombo_Multiple(t *testing.T) {
// Healer skill + Warrior attack + Rogue item → Holy Assault + Restoration
actions := map[string]ComboAction{
"healer": {Class: entity.ClassHealer, ActionType: "skill"},
"warrior": {Class: entity.ClassWarrior, ActionType: "attack"},
"rogue": {Class: entity.ClassRogue, ActionType: "item"},
}
combos := DetectCombos(actions)
if len(combos) != 2 {
t.Errorf("expected 2 combos, got %d", len(combos))
}
}

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@@ -213,6 +213,41 @@ func (s *GameSession) resolvePlayerActions() {
return
}
// Combo detection: build action map and apply combo effects before resolving attacks
comboActions := make(map[string]combat.ComboAction)
for _, p := range s.state.Players {
if p.IsOut() {
continue
}
action, ok := s.actions[p.Fingerprint]
if !ok {
continue
}
var actionType string
switch action.Type {
case ActionAttack:
actionType = "attack"
case ActionSkill:
actionType = "skill"
case ActionItem:
actionType = "item"
default:
continue
}
comboActions[p.Fingerprint] = combat.ComboAction{Class: p.Class, ActionType: actionType}
}
combos := combat.DetectCombos(comboActions)
for _, combo := range combos {
s.addLog(combo.Effect.Message)
for i := range intents {
if combo.Effect.DamageMultiplier > 0 {
intents[i].Multiplier *= combo.Effect.DamageMultiplier
}
intents[i].PlayerATK += combo.Effect.BonusDamage
}
}
if len(intents) > 0 && len(s.state.Monsters) > 0 {
results := combat.ResolveAttacks(intents, s.state.Monsters, s.cfg.Game.CoopBonus)
for i, r := range results {
@@ -234,6 +269,17 @@ func (s *GameSession) resolvePlayerActions() {
}
}
// Apply combo HealAll effects after attack resolution
for _, combo := range combos {
if combo.Effect.HealAll > 0 {
for _, p := range s.state.Players {
if !p.IsOut() {
p.Heal(combo.Effect.HealAll)
}
}
}
}
// Award gold only for monsters that JUST died this turn
for i, m := range s.state.Monsters {
if m.IsDead() && aliveBeforeTurn[i] {