feat: add prestige system and skill upgrades with comprehensive documentation
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 5m57s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 5m57s
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@@ -5,13 +5,13 @@ export { fmt, fmtDec } from './formatting';
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export { getFloorMaxHP, getFloorElement } from './floor-utils';
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export {
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computeMaxMana,
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computeElementMax,
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computeRegen,
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computeEffectiveRegen,
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computeEffectiveRegenForDisplay,
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computeClickMana,
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getMeditationBonus
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} from './mana-utils';
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// computeElementMax is now in ../store.ts with support for unlockedManaTypeUpgrades
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export {
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getElementalBonus,
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getBoonBonuses,
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@@ -1,7 +1,7 @@
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// ─── Mana & Regen Utilities ──────────────────────────────────────────────────
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import type { GameState } from '../types';
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import type { ComputedEffects } from '../upgrade-effects';
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import type { ComputedEffects } from '../upgrade-effects.types';
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import { HOURS_PER_TICK } from '../constants';
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import { getTotalAttunementRegen, getTotalAttunementConversionDrain } from '../data/attunements';
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@@ -22,19 +22,9 @@ export function computeMaxMana(
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return base;
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}
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export function computeElementMax(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
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effects?: ComputedEffects
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): number {
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const pu = state.prestigeUpgrades;
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const base = 10 + (state.skills.elemAttune || 0) * 50 + (pu.elementalAttune || 0) * 25;
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// Apply upgrade effects if provided
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if (effects) {
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return Math.floor((base + effects.elementCapBonus) * effects.elementCapMultiplier);
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}
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return base;
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}
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// computeElementMax is now in ../store.ts with support for unlockedManaTypeUpgrades
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// This file no longer exports computeElementMax to avoid duplicate export issues
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// Import computeElementMax from '../store' instead
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export function computeRegen(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'attunements'>,
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@@ -83,7 +73,7 @@ export function computeEffectiveRegenForDisplay(
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* Compute regen with dynamic special effects (needs current mana, max mana, incursion)
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*/
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export function computeEffectiveRegen(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers'>,
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers' | 'attunements'>,
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effects?: ComputedEffects
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): number {
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// Base regen from existing function
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