fix: resolve 7 circular dependency chains in src/lib/game
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 57s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 57s
- equipment/utils.ts: import directly from individual equipment modules instead of index.ts - golems/utils.ts: import directly from individual golem modules instead of index.ts - combatStore.ts: extract CombatState to combat-state.types.ts, remove debugSetTime (was only user of gameStore import) - combat-actions.ts: import CombatState from combat-state.types.ts instead of combatStore - stores/index.ts: re-export CombatState from combat-state.types.ts - GameStateDebug.tsx: replace debugSetTime calls with direct useGameStore.setState() Verification: bunx madge --circular src/lib/game → No circular dependency found!
This commit is contained in:
@@ -1,7 +1,27 @@
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// ─── Equipment Helper Functions ─────────────────────────
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import type { EquipmentType, EquipmentSlot, EquipmentCategory } from './types';
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import { EQUIPMENT_TYPES } from './index';
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import { ACCESSORIES_EQUIPMENT } from './accessories';
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import { BODY_EQUIPMENT } from './body';
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import { CASTER_EQUIPMENT } from './casters';
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import { CATALYST_EQUIPMENT } from './catalysts';
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import { FEET_EQUIPMENT } from './feet';
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import { HANDS_EQUIPMENT } from './hands';
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import { HEAD_EQUIPMENT } from './head';
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import { SHIELD_EQUIPMENT } from './shields';
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import { SWORD_EQUIPMENT } from './swords';
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const EQUIPMENT_TYPES: Record<string, EquipmentType> = {
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...ACCESSORIES_EQUIPMENT,
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...BODY_EQUIPMENT,
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...CASTER_EQUIPMENT,
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...CATALYST_EQUIPMENT,
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...FEET_EQUIPMENT,
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...HANDS_EQUIPMENT,
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...HEAD_EQUIPMENT,
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...SHIELD_EQUIPMENT,
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...SWORD_EQUIPMENT,
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};
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export function getEquipmentType(id: string): EquipmentType | undefined {
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return EQUIPMENT_TYPES[id];
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@@ -1,7 +1,15 @@
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// ─── Golem Helper Functions ─────────────────────────
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import type { GolemDef, GolemManaCost } from './types';
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import { GOLEMS_DEF } from './index';
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import { BASE_GOLEMS } from './base-golems';
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import { ELEMENTAL_GOLEMS } from './elemental-golems';
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import { HYBRID_GOLEMS } from './hybrid-golems';
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const GOLEMS_DEF = {
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...BASE_GOLEMS,
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...ELEMENTAL_GOLEMS,
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...HYBRID_GOLEMS,
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};
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// Get golem slots based on Fabricator attunement level
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// Level 2 = 1, Level 4 = 2, Level 6 = 3, Level 8 = 4, Level 10 = 5
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@@ -2,7 +2,7 @@
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// Extracted combat logic from combatStore.ts
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import { SPELLS_DEF, GUARDIANS, HOURS_PER_TICK } from '../constants';
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import type { CombatState } from './combatStore';
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import type { CombatState } from './combat-state.types';
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import type { SpellState } from '../types';
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import { getFloorMaxHP, getFloorElement, calcDamage, canAffordSpellCost, deductSpellCost } from '../utils';
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import { usePrestigeStore } from './prestigeStore';
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@@ -0,0 +1,111 @@
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// ─── Combat State Types ────────────────────────────────────────────────────────
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// Shared types for combat store and combat actions to avoid circular dependency
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType } from '../types';
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export interface CombatState {
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// Floor state
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currentFloor: number;
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floorHP: number;
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floorMaxHP: number;
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maxFloorReached: number;
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// Action state
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activeSpell: string;
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currentAction: GameAction;
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castProgress: number;
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// Spire mode
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spireMode: boolean;
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// Room system for special floors
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currentRoom: FloorState;
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// Spire climbing state
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clearedFloors: Record<number, boolean>;
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climbDirection: 'up' | 'down' | null;
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isDescending: boolean;
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// Golemancy (summoned golems)
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golemancy: GolemancyState;
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// Equipment spell states for multi-casting
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equipmentSpellStates: EquipmentSpellState[];
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// Combat special effect tracking
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comboHitCount: number;
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floorHitCount: number;
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// Spells
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spells: Record<string, SpellState>;
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// Activity Log (for Spire Mode UI)
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activityLog: ActivityLogEntry[];
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// Achievements
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achievements: AchievementState;
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// Stats tracking
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totalSpellsCast: number;
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totalDamageDealt: number;
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totalCraftsCompleted: number;
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// Actions
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setCurrentFloor: (floor: number) => void;
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advanceFloor: () => void;
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setFloorHP: (hp: number) => void;
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setMaxFloorReached: (floor: number) => void;
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setAction: (action: GameAction) => void;
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setSpell: (spellId: string) => void;
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setCastProgress: (progress: number) => void;
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// Room state
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setCurrentRoom: (room: FloorState) => void;
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// Spire climbing
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setClimbDirection: (direction: 'up' | 'down' | null) => void;
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setClearedFloor: (floor: number, cleared: boolean) => void;
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setIsDescending: (descending: boolean) => void;
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climbDownFloor: () => void;
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exitSpireMode: () => void;
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startClimbUp: () => void;
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startClimbDown: () => void;
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// Golemancy
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toggleGolem: (golemId: string) => void;
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setEnabledGolems: (golemIds: string[]) => void;
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// Spells
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learnSpell: (spellId: string) => void;
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setSpellState: (spellId: string, state: Partial<SpellState>) => void;
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// Activity Log
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addActivityLog: (eventType: ActivityEventType, message: string, details?: ActivityLogEntry['details']) => void;
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// Stats
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incrementSpellsCast: () => void;
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addDamageDealt: (damage: number) => void;
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incrementCraftsCompleted: () => void;
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// Spire mode
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enterSpireMode: () => void;
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// Combat tick
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processCombatTick: (
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>,
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maxMana: number,
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attackSpeedMult: number,
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onFloorCleared: (floor: number, wasGuardian: boolean) => void,
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onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
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) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }>; logMessages: string[]; totalManaGathered: number };
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// Reset
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resetCombat: (startFloor: number, spellsToKeep?: string[]) => void;
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// Debug helpers
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debugSetFloor: (floor: number) => void;
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resetFloorHP: () => void;
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debugSetTime: (day: number, hour: number) => void;
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}
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@@ -10,113 +10,7 @@ import { useGameStore } from './gameStore';
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import { generateFloorState } from '../utils/room-utils';
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import { addActivityLogEntry } from '../utils/activity-log';
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import { processCombatTick, makeInitialSpells } from './combat-actions';
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export interface CombatState {
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// Floor state
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currentFloor: number;
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floorHP: number;
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floorMaxHP: number;
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maxFloorReached: number;
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// Action state
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activeSpell: string;
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currentAction: GameAction;
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castProgress: number;
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// Spire mode
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spireMode: boolean;
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// Room system for special floors
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currentRoom: FloorState;
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// Spire climbing state
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clearedFloors: Record<number, boolean>;
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climbDirection: 'up' | 'down' | null;
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isDescending: boolean;
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// Golemancy (summoned golems)
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golemancy: GolemancyState;
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// Equipment spell states for multi-casting
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equipmentSpellStates: EquipmentSpellState[];
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// Combat special effect tracking
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comboHitCount: number;
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floorHitCount: number;
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// Spells
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spells: Record<string, SpellState>;
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// Activity Log (for Spire Mode UI)
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activityLog: ActivityLogEntry[];
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// Achievements
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achievements: AchievementState;
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// Stats tracking
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totalSpellsCast: number;
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totalDamageDealt: number;
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totalCraftsCompleted: number;
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// Actions
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setCurrentFloor: (floor: number) => void;
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advanceFloor: () => void;
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setFloorHP: (hp: number) => void;
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setMaxFloorReached: (floor: number) => void;
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setAction: (action: GameAction) => void;
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setSpell: (spellId: string) => void;
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setCastProgress: (progress: number) => void;
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// Room state
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setCurrentRoom: (room: FloorState) => void;
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// Spire climbing
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setClimbDirection: (direction: 'up' | 'down' | null) => void;
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setClearedFloor: (floor: number, cleared: boolean) => void;
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setIsDescending: (descending: boolean) => void;
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climbDownFloor: () => void;
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exitSpireMode: () => void;
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startClimbUp: () => void;
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startClimbDown: () => void;
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// Golemancy
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toggleGolem: (golemId: string) => void;
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setEnabledGolems: (golemIds: string[]) => void;
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// Spells
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learnSpell: (spellId: string) => void;
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setSpellState: (spellId: string, state: Partial<SpellState>) => void;
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// Activity Log
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addActivityLog: (eventType: ActivityEventType, message: string, details?: ActivityLogEntry['details']) => void;
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// Stats
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incrementSpellsCast: () => void;
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addDamageDealt: (damage: number) => void;
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incrementCraftsCompleted: () => void;
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// Spire mode
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enterSpireMode: () => void;
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// Combat tick
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processCombatTick: (
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>,
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maxMana: number,
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attackSpeedMult: number,
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onFloorCleared: (floor: number, wasGuardian: boolean) => void,
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onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
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) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }>; logMessages: string[]; totalManaGathered: number };
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// Reset
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resetCombat: (startFloor: number, spellsToKeep?: string[]) => void;
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// Debug helpers
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debugSetFloor: (floor: number) => void;
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resetFloorHP: () => void;
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debugSetTime: (day: number, hour: number) => void;
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}
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import type { CombatState } from './combat-state.types';
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export const useCombatStore = create<CombatState>()(
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persist(
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@@ -12,7 +12,7 @@ export { useManaStore, makeInitialElements } from './manaStore';
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export type { ManaState } from './manaStore';
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export { useCombatStore, makeInitialSpells } from './combatStore';
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export type { CombatState } from './combatStore';
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export type { CombatState } from './combat-state.types';
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export { useCraftingStore } from './craftingStore';
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export type { CraftingState, CraftingActions } from './craftingStore';
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