fix: resolve 7 circular dependency chains in src/lib/game
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:
2026-05-18 14:46:57 +02:00
parent ea3035ec5e
commit 084fea2a25
8 changed files with 148 additions and 115 deletions
+1 -107
View File
@@ -10,113 +10,7 @@ import { useGameStore } from './gameStore';
import { generateFloorState } from '../utils/room-utils';
import { addActivityLogEntry } from '../utils/activity-log';
import { processCombatTick, makeInitialSpells } from './combat-actions';
export interface CombatState {
// Floor state
currentFloor: number;
floorHP: number;
floorMaxHP: number;
maxFloorReached: number;
// Action state
activeSpell: string;
currentAction: GameAction;
castProgress: number;
// Spire mode
spireMode: boolean;
// Room system for special floors
currentRoom: FloorState;
// Spire climbing state
clearedFloors: Record<number, boolean>;
climbDirection: 'up' | 'down' | null;
isDescending: boolean;
// Golemancy (summoned golems)
golemancy: GolemancyState;
// Equipment spell states for multi-casting
equipmentSpellStates: EquipmentSpellState[];
// Combat special effect tracking
comboHitCount: number;
floorHitCount: number;
// Spells
spells: Record<string, SpellState>;
// Activity Log (for Spire Mode UI)
activityLog: ActivityLogEntry[];
// Achievements
achievements: AchievementState;
// Stats tracking
totalSpellsCast: number;
totalDamageDealt: number;
totalCraftsCompleted: number;
// Actions
setCurrentFloor: (floor: number) => void;
advanceFloor: () => void;
setFloorHP: (hp: number) => void;
setMaxFloorReached: (floor: number) => void;
setAction: (action: GameAction) => void;
setSpell: (spellId: string) => void;
setCastProgress: (progress: number) => void;
// Room state
setCurrentRoom: (room: FloorState) => void;
// Spire climbing
setClimbDirection: (direction: 'up' | 'down' | null) => void;
setClearedFloor: (floor: number, cleared: boolean) => void;
setIsDescending: (descending: boolean) => void;
climbDownFloor: () => void;
exitSpireMode: () => void;
startClimbUp: () => void;
startClimbDown: () => void;
// Golemancy
toggleGolem: (golemId: string) => void;
setEnabledGolems: (golemIds: string[]) => void;
// Spells
learnSpell: (spellId: string) => void;
setSpellState: (spellId: string, state: Partial<SpellState>) => void;
// Activity Log
addActivityLog: (eventType: ActivityEventType, message: string, details?: ActivityLogEntry['details']) => void;
// Stats
incrementSpellsCast: () => void;
addDamageDealt: (damage: number) => void;
incrementCraftsCompleted: () => void;
// Spire mode
enterSpireMode: () => void;
// Combat tick
processCombatTick: (
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
maxMana: number,
attackSpeedMult: number,
onFloorCleared: (floor: number, wasGuardian: boolean) => void,
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }>; logMessages: string[]; totalManaGathered: number };
// Reset
resetCombat: (startFloor: number, spellsToKeep?: string[]) => void;
// Debug helpers
debugSetFloor: (floor: number) => void;
resetFloorHP: () => void;
debugSetTime: (day: number, hour: number) => void;
}
import type { CombatState } from './combat-state.types';
export const useCombatStore = create<CombatState>()(
persist(