fix: apply Crafting Efficiency cost reduction to all fabrication paths
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- Add getCraftingCostReduction() and applyCostReduction() helpers in crafting-fabricator.ts
- Apply cost reduction in deductMaterials() and checkFabricatorCosts()
- Apply cost reduction in startFabricatorCrafting() and cancelEquipmentCrafting() pipeline
- Update canCraftRecipe() in fabricator-recipes.ts to accept costReduction param
- Update FabricatorSubTab and MaterialRecipeCard UIs to display discounted costs
- Spec formula: actualCost = ceil(baseCost × (1 - craftingCostReduction / 100))

Fixes #316
This commit is contained in:
2026-06-07 23:15:55 +02:00
parent a11ea065eb
commit 0e1e506213
7 changed files with 77 additions and 16 deletions
+30 -2
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@@ -6,6 +6,7 @@ import type { ElementState } from './types';
import type { FabricatorRecipe } from './data/fabricator-recipes';
import { FABRICATOR_RECIPES } from './data/fabricator-recipes';
import { useManaStore } from './stores/manaStore';
import { computeDisciplineEffects } from './effects/discipline-effects';
// ─── Lookup ───────────────────────────────────────────────────────────────────
@@ -13,6 +14,27 @@ export function getFabricatorRecipe(recipeId: string): FabricatorRecipe | undefi
return FABRICATOR_RECIPES.find(r => r.id === recipeId);
}
// ─── Crafting Cost Reduction ──────────────────────────────────────────────────
/**
* Returns the current crafting cost reduction percentage from discipline effects.
* Spec: actualCost = baseCost × (1 - craftingCostReduction / 100), capped at 75%.
*/
export function getCraftingCostReduction(): number {
const disciplineEffects = computeDisciplineEffects();
const raw = disciplineEffects.bonuses.craftingCostReduction || 0;
return Math.min(75, raw);
}
/**
* Apply cost reduction to a material amount, rounding up to ensure
* the player never pays more than the displayed reduced cost.
*/
export function applyCostReduction(baseAmount: number, costReduction: number): number {
if (costReduction <= 0) return baseAmount;
return Math.max(1, Math.ceil(baseAmount * (1 - costReduction / 100)));
}
// ─── Cost Check ───────────────────────────────────────────────────────────────
export interface FabricatorCostCheck {
@@ -26,11 +48,14 @@ export function checkFabricatorCosts(
materials: Record<string, number>,
rawMana: number,
elements: Record<string, ElementState>,
costReduction?: number,
): FabricatorCostCheck {
const reduction = costReduction ?? getCraftingCostReduction();
const missingMaterials: Record<string, number> = {};
let canCraft = true;
for (const [matId, required] of Object.entries(recipe.materials)) {
for (const [matId, rawRequired] of Object.entries(recipe.materials)) {
const required = applyCostReduction(rawRequired, reduction);
const available = materials[matId] || 0;
if (available < required) {
missingMaterials[matId] = required - available;
@@ -116,9 +141,12 @@ export function refundFabricatorMana(
export function deductMaterials(
recipe: FabricatorRecipe,
materials: Record<string, number>,
costReduction?: number,
): Record<string, number> {
const reduction = costReduction ?? getCraftingCostReduction();
const newMaterials = { ...materials };
for (const [matId, amount] of Object.entries(recipe.materials)) {
for (const [matId, rawAmount] of Object.entries(recipe.materials)) {
const amount = applyCostReduction(rawAmount, reduction);
newMaterials[matId] = (newMaterials[matId] || 0) - amount;
if (newMaterials[matId] <= 0) delete newMaterials[matId];
}
+6 -1
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@@ -236,11 +236,16 @@ export function canCraftRecipe(
materials: Record<string, number>,
manaAmount: number,
manaType?: string,
costReduction?: number,
): { canCraft: boolean; missingMaterials: Record<string, number>; missingMana: number } {
const reduction = costReduction ?? 0;
const missingMaterials: Record<string, number> = {};
let canCraft = true;
for (const [matId, required] of Object.entries(recipe.materials)) {
for (const [matId, rawRequired] of Object.entries(recipe.materials)) {
const required = reduction > 0
? Math.max(1, Math.ceil(rawRequired * (1 - reduction / 100)))
: rawRequired;
const available = materials[matId] || 0;
if (available < required) {
missingMaterials[matId] = required - available;
@@ -10,6 +10,8 @@ import {
deductMaterials,
makeFabricatorProgress,
refundFabricatorMana,
getCraftingCostReduction,
applyCostReduction,
} from '../../crafting-fabricator';
import { useManaStore } from '../manaStore';
import { useCombatStore } from '../combatStore';
@@ -72,11 +74,13 @@ export function cancelEquipmentCrafting(get: GetFn, set: SetFn): void {
const refunded = refundFabricatorMana(recipe, manaRefund, rawMana, elements);
useManaStore.setState({ rawMana: refunded.rawMana, elements: refunded.elements });
// Refund materials
// Refund materials — use reduced amounts (what player actually paid)
const reduction = getCraftingCostReduction();
const currentMaterials = get().lootInventory.materials;
const refundedMaterials = { ...currentMaterials };
for (const [matId, amount] of Object.entries(recipe.materials)) {
const refundAmount = Math.floor(amount * remainingFraction);
for (const [matId, rawAmount] of Object.entries(recipe.materials)) {
const reducedAmount = applyCostReduction(rawAmount, reduction);
const refundAmount = Math.floor(reducedAmount * remainingFraction);
if (refundAmount > 0) {
refundedMaterials[matId] = (refundedMaterials[matId] || 0) + refundAmount;
}
@@ -132,6 +136,7 @@ export function startFabricatorCrafting(recipeId: string, get: GetFn, set: SetFn
const deducted = deductFabricatorMana(recipe, rawMana, elements);
if (!deducted) return false;
// deductMaterials already applies cost reduction internally via getCraftingCostReduction()
const newMaterials = deductMaterials(recipe, state.lootInventory.materials);
const progress = makeFabricatorProgress(recipeId, recipe.equipmentTypeId, recipe.craftTime, recipe.manaCost);