Add equipment crafting system

- Add crafting-recipes.ts with blueprint definitions and material requirements
- Update crafting-slice.ts with equipment crafting functions
- Add EquipmentCraftingProgress type and state
- Update CraftingTab.tsx with new Craft tab for equipment crafting
- Add material deletion functionality
- Update store.ts with equipment crafting methods
- Update page.tsx to pass new props to CraftingTab

Features:
- Players can craft equipment from discovered blueprints
- Crafting requires materials and mana
- Materials are obtained from loot drops
- New Craft tab in the crafting interface
- Shows blueprint details and material requirements
This commit is contained in:
2026-03-26 11:04:50 +00:00
parent 4f4cbeb527
commit 1d2dce75cc
6 changed files with 734 additions and 5 deletions

View File

@@ -2341,10 +2341,12 @@ export default function ManaLoopGame() {
designProgress={store.designProgress}
preparationProgress={store.preparationProgress}
applicationProgress={store.applicationProgress}
equipmentCraftingProgress={store.equipmentCraftingProgress}
rawMana={store.rawMana}
skills={store.skills}
currentAction={store.currentAction}
unlockedEffects={store.unlockedEffects || ['spell_manaBolt']}
lootInventory={store.lootInventory}
startDesigningEnchantment={store.startDesigningEnchantment}
cancelDesign={store.cancelDesign}
saveDesign={store.saveDesign}
@@ -2357,6 +2359,9 @@ export default function ManaLoopGame() {
cancelApplication={store.cancelApplication}
disenchantEquipment={store.disenchantEquipment}
getAvailableCapacity={store.getAvailableCapacity}
startCraftingEquipment={store.startCraftingEquipment}
cancelEquipmentCrafting={store.cancelEquipmentCrafting}
deleteMaterial={store.deleteMaterial}
/>
</TabsContent>

View File

@@ -10,11 +10,13 @@ import { Separator } from '@/components/ui/separator';
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
import {
Wand2, Scroll, Hammer, Sparkles, Trash2, Plus, Minus,
Package, Zap, Clock, ChevronRight, Circle
Package, Zap, Clock, ChevronRight, Circle, Anvil
} from 'lucide-react';
import { EQUIPMENT_TYPES, type EquipmentType, type EquipmentSlot } from '@/lib/game/data/equipment';
import { ENCHANTMENT_EFFECTS, type EnchantmentEffectDef, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment } from '@/lib/game/types';
import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recipes';
import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
import { fmt } from '@/lib/game/store';
// Slot display names
@@ -39,6 +41,7 @@ interface CraftingTabProps {
designProgress: { designId: string; progress: number; required: number } | null;
preparationProgress: { equipmentInstanceId: string; progress: number; required: number; manaCostPaid: number } | null;
applicationProgress: { equipmentInstanceId: string; designId: string; progress: number; required: number; manaPerHour: number; paused: boolean; manaSpent: number } | null;
equipmentCraftingProgress: EquipmentCraftingProgress | null;
// Player state
rawMana: number;
@@ -46,6 +49,9 @@ interface CraftingTabProps {
currentAction: string;
unlockedEffects: string[]; // Effect IDs that have been researched
// Loot inventory
lootInventory: LootInventory;
// Actions
startDesigningEnchantment: (name: string, equipmentTypeId: string, effects: DesignEffect[]) => boolean;
cancelDesign: () => void;
@@ -59,6 +65,11 @@ interface CraftingTabProps {
cancelApplication: () => void;
disenchantEquipment: (instanceId: string) => void;
getAvailableCapacity: (instanceId: string) => number;
// Equipment crafting actions
startCraftingEquipment: (blueprintId: string) => boolean;
cancelEquipmentCrafting: () => void;
deleteMaterial: (materialId: string, amount: number) => void;
}
export function CraftingTab({
@@ -68,10 +79,12 @@ export function CraftingTab({
designProgress,
preparationProgress,
applicationProgress,
equipmentCraftingProgress,
rawMana,
skills,
currentAction,
unlockedEffects,
lootInventory,
startDesigningEnchantment,
cancelDesign,
saveDesign,
@@ -84,8 +97,11 @@ export function CraftingTab({
cancelApplication,
disenchantEquipment,
getAvailableCapacity,
startCraftingEquipment,
cancelEquipmentCrafting,
deleteMaterial,
}: CraftingTabProps) {
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply'>('design');
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft');
const [selectedEquipmentType, setSelectedEquipmentType] = useState<string | null>(null);
const [selectedEquipmentInstance, setSelectedEquipmentInstance] = useState<string | null>(null);
const [selectedDesign, setSelectedDesign] = useState<string | null>(null);
@@ -718,11 +734,189 @@ export function CraftingTab({
</div>
);
// Render equipment crafting stage
const renderCraftStage = () => (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Blueprint Selection */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
<Anvil className="w-4 h-4" />
Available Blueprints
</CardTitle>
</CardHeader>
<CardContent>
{equipmentCraftingProgress ? (
<div className="space-y-3">
<div className="text-sm text-gray-400">
Crafting: {CRAFTING_RECIPES[equipmentCraftingProgress.blueprintId]?.name}
</div>
<Progress value={(equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100} className="h-3" />
<div className="flex justify-between text-xs text-gray-400">
<span>{equipmentCraftingProgress.progress.toFixed(1)}h / {equipmentCraftingProgress.required.toFixed(1)}h</span>
<span>Mana spent: {fmt(equipmentCraftingProgress.manaSpent)}</span>
</div>
<Button size="sm" variant="outline" onClick={cancelEquipmentCrafting}>Cancel</Button>
</div>
) : (
<ScrollArea className="h-64">
<div className="space-y-2">
{lootInventory.blueprints.length === 0 ? (
<div className="text-center text-gray-400 py-4">
<Package className="w-12 h-12 mx-auto mb-2 opacity-50" />
<p>No blueprints discovered yet.</p>
<p className="text-xs mt-1">Defeat guardians to find blueprints!</p>
</div>
) : (
lootInventory.blueprints.map(bpId => {
const recipe = CRAFTING_RECIPES[bpId];
if (!recipe) return null;
const { canCraft, missingMaterials, missingMana } = canCraftRecipe(
recipe,
lootInventory.materials,
rawMana
);
const rarityStyle = RARITY_COLORS[recipe.rarity];
return (
<div
key={bpId}
className="p-3 rounded border bg-gray-800/50"
style={{ borderColor: rarityStyle?.color }}
>
<div className="flex justify-between items-start mb-2">
<div>
<div className="font-semibold" style={{ color: rarityStyle?.color }}>
{recipe.name}
</div>
<div className="text-xs text-gray-400 capitalize">{recipe.rarity}</div>
</div>
<Badge variant="outline" className="text-xs">
{EQUIPMENT_TYPES[recipe.equipmentTypeId]?.category}
</Badge>
</div>
<div className="text-xs text-gray-400 mb-2">{recipe.description}</div>
<Separator className="bg-gray-700 my-2" />
<div className="text-xs space-y-1">
<div className="text-gray-500">Materials:</div>
{Object.entries(recipe.materials).map(([matId, amount]) => {
const available = lootInventory.materials[matId] || 0;
const matDrop = LOOT_DROPS[matId];
const hasEnough = available >= amount;
return (
<div key={matId} className="flex justify-between">
<span>{matDrop?.name || matId}</span>
<span className={hasEnough ? 'text-green-400' : 'text-red-400'}>
{available} / {amount}
</span>
</div>
);
})}
<div className="flex justify-between mt-2">
<span>Mana Cost:</span>
<span className={rawMana >= recipe.manaCost ? 'text-green-400' : 'text-red-400'}>
{fmt(recipe.manaCost)}
</span>
</div>
<div className="flex justify-between">
<span>Craft Time:</span>
<span>{recipe.craftTime}h</span>
</div>
</div>
<Button
className="w-full mt-3"
size="sm"
disabled={!canCraft || currentAction === 'craft'}
onClick={() => startCraftingEquipment(bpId)}
>
{canCraft ? 'Craft Equipment' : 'Missing Resources'}
</Button>
</div>
);
})
)}
</div>
</ScrollArea>
)}
</CardContent>
</Card>
{/* Materials Inventory */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
<Package className="w-4 h-4" />
Materials ({Object.values(lootInventory.materials).reduce((a, b) => a + b, 0)})
</CardTitle>
</CardHeader>
<CardContent>
<ScrollArea className="h-64">
{Object.keys(lootInventory.materials).length === 0 ? (
<div className="text-center text-gray-400 py-4">
<Sparkles className="w-12 h-12 mx-auto mb-2 opacity-50" />
<p>No materials collected yet.</p>
<p className="text-xs mt-1">Defeat floors to gather materials!</p>
</div>
) : (
<div className="grid grid-cols-2 gap-2">
{Object.entries(lootInventory.materials).map(([matId, count]) => {
if (count <= 0) return null;
const drop = LOOT_DROPS[matId];
if (!drop) return null;
const rarityStyle = RARITY_COLORS[drop.rarity];
return (
<div
key={matId}
className="p-2 rounded border bg-gray-800/50 group relative"
style={{ borderColor: rarityStyle?.color }}
>
<div className="flex items-start justify-between">
<div>
<div className="text-sm font-semibold" style={{ color: rarityStyle?.color }}>
{drop.name}
</div>
<div className="text-xs text-gray-400">x{count}</div>
</div>
<Button
variant="ghost"
size="sm"
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-red-400 hover:text-red-300 hover:bg-red-900/20"
onClick={() => deleteMaterial(matId, count)}
>
<Trash2 className="w-3 h-3" />
</Button>
</div>
</div>
);
})}
</div>
)}
</ScrollArea>
</CardContent>
</Card>
</div>
);
return (
<div className="space-y-4">
{/* Stage Tabs */}
<Tabs value={craftingStage} onValueChange={(v) => setCraftingStage(v as typeof craftingStage)}>
<TabsList className="bg-gray-800/50">
<TabsTrigger value="craft" className="data-[state=active]:bg-cyan-600">
<Anvil className="w-4 h-4 mr-1" />
Craft
</TabsTrigger>
<TabsTrigger value="design" className="data-[state=active]:bg-amber-600">
<Scroll className="w-4 h-4 mr-1" />
Design
@@ -737,6 +931,9 @@ export function CraftingTab({
</TabsTrigger>
</TabsList>
<TabsContent value="craft" className="mt-4">
{renderCraftStage()}
</TabsContent>
<TabsContent value="design" className="mt-4">
{renderDesignStage()}
</TabsContent>
@@ -749,6 +946,20 @@ export function CraftingTab({
</Tabs>
{/* Current Activity Indicator */}
{currentAction === 'craft' && equipmentCraftingProgress && (
<Card className="bg-cyan-900/30 border-cyan-600">
<CardContent className="py-3 flex items-center justify-between">
<div className="flex items-center gap-2">
<Anvil className="w-5 h-5 text-cyan-400" />
<span>Crafting equipment...</span>
</div>
<div className="text-sm text-gray-400">
{((equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100).toFixed(0)}%
</div>
</CardContent>
</Card>
)}
{currentAction === 'design' && designProgress && (
<Card className="bg-purple-900/30 border-purple-600">
<CardContent className="py-3 flex items-center justify-between">

View File

@@ -1,9 +1,10 @@
// ─── Crafting Store Slice ─────────────────────────────────────────────────────────
// Handles equipment and enchantment system: design, prepare, apply stages
import type { GameState, EquipmentInstance, AppliedEnchantment, EnchantmentDesign, DesignEffect, EquipmentSlot } from './types';
import type { GameState, EquipmentInstance, AppliedEnchantment, EnchantmentDesign, DesignEffect, EquipmentSlot, EquipmentCraftingProgress, LootInventory } from './types';
import { EQUIPMENT_TYPES, type EquipmentCategory } from './data/equipment';
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from './data/enchantment-effects';
import { CRAFTING_RECIPES, canCraftRecipe, type CraftingRecipe } from './data/crafting-recipes';
import { SPELLS_DEF } from './constants';
// ─── Helper Functions ─────────────────────────────────────────────────────────
@@ -88,6 +89,11 @@ export interface CraftingActions {
// Disenchanting
disenchantEquipment: (instanceId: string) => void;
// Equipment Crafting (from blueprints)
startCraftingEquipment: (blueprintId: string) => boolean;
cancelEquipmentCrafting: () => void;
deleteMaterial: (materialId: string, amount: number) => void;
// Computed getters
getEquipmentSpells: () => string[];
getEquipmentEffects: () => Record<string, number>;
@@ -502,6 +508,97 @@ export function createCraftingSlice(
if (!instance) return 0;
return instance.totalCapacity - instance.usedCapacity;
},
// ─── Equipment Crafting (from Blueprints) ───────────────────────────────────
startCraftingEquipment: (blueprintId: string) => {
const state = get();
const recipe = CRAFTING_RECIPES[blueprintId];
if (!recipe) return false;
// Check if player has the blueprint
if (!state.lootInventory.blueprints.includes(blueprintId)) return false;
// Check materials
const { canCraft, missingMaterials, missingMana } = canCraftRecipe(
recipe,
state.lootInventory.materials,
state.rawMana
);
if (!canCraft) return false;
// Deduct materials
const newMaterials = { ...state.lootInventory.materials };
for (const [matId, amount] of Object.entries(recipe.materials)) {
newMaterials[matId] = (newMaterials[matId] || 0) - amount;
if (newMaterials[matId] <= 0) {
delete newMaterials[matId];
}
}
// Start crafting progress
set((state) => ({
lootInventory: {
...state.lootInventory,
materials: newMaterials,
},
rawMana: state.rawMana - recipe.manaCost,
currentAction: 'craft',
equipmentCraftingProgress: {
blueprintId,
equipmentTypeId: recipe.equipmentTypeId,
progress: 0,
required: recipe.craftTime,
manaSpent: recipe.manaCost,
},
}));
return true;
},
cancelEquipmentCrafting: () => {
set((state) => {
const progress = state.equipmentCraftingProgress;
if (!progress) return {};
const recipe = CRAFTING_RECIPES[progress.blueprintId];
if (!recipe) return { currentAction: 'meditate', equipmentCraftingProgress: null };
// Refund 50% of mana
const manaRefund = Math.floor(progress.manaSpent * 0.5);
return {
currentAction: 'meditate',
equipmentCraftingProgress: null,
rawMana: state.rawMana + manaRefund,
log: [`🚫 Equipment crafting cancelled. Refunded ${manaRefund} mana.`, ...state.log.slice(0, 49)],
};
});
},
deleteMaterial: (materialId: string, amount: number) => {
set((state) => {
const currentAmount = state.lootInventory.materials[materialId] || 0;
const newAmount = Math.max(0, currentAmount - amount);
const newMaterials = { ...state.lootInventory.materials };
if (newAmount <= 0) {
delete newMaterials[materialId];
} else {
newMaterials[materialId] = newAmount;
}
const dropName = materialId; // Could look up in LOOT_DROPS for proper name
return {
lootInventory: {
...state.lootInventory,
materials: newMaterials,
},
log: [`🗑️ Deleted ${amount}x ${dropName}.`, ...state.log.slice(0, 49)],
};
});
},
};
}
@@ -620,6 +717,59 @@ export function processCraftingTick(
}
}
// Process equipment crafting progress
if (state.currentAction === 'craft' && state.equipmentCraftingProgress) {
const craft = state.equipmentCraftingProgress;
const progress = craft.progress + 0.04; // HOURS_PER_TICK
if (progress >= craft.required) {
// Crafting complete - create the equipment!
const recipe = CRAFTING_RECIPES[craft.blueprintId];
const equipType = recipe ? EQUIPMENT_TYPES[recipe.equipmentTypeId] : null;
if (recipe && equipType) {
const instanceId = generateInstanceId();
const newInstance: EquipmentInstance = {
instanceId,
typeId: recipe.equipmentTypeId,
name: recipe.name,
enchantments: [],
usedCapacity: 0,
totalCapacity: equipType.baseCapacity,
rarity: recipe.rarity,
quality: 100,
};
updates = {
...updates,
equipmentCraftingProgress: null,
currentAction: 'meditate',
equipmentInstances: {
...state.equipmentInstances,
[instanceId]: newInstance,
},
totalCraftsCompleted: (state.totalCraftsCompleted || 0) + 1,
log: [`🔨 Crafted ${recipe.name}!`, ...log],
};
} else {
updates = {
...updates,
equipmentCraftingProgress: null,
currentAction: 'meditate',
log: ['⚠️ Crafting failed - invalid recipe!', ...log],
};
}
} else {
updates = {
...updates,
equipmentCraftingProgress: {
...craft,
progress,
},
};
}
}
return updates;
}

View File

@@ -0,0 +1,257 @@
// ─── Crafting Recipes ─────────────────────────────────────────────────────────
// Defines what materials are needed to craft equipment from blueprints
import type { EquipmentSlot } from '../types';
export interface CraftingRecipe {
id: string; // Blueprint ID (matches loot drop)
equipmentTypeId: string; // Resulting equipment type ID
name: string; // Display name
description: string;
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary';
materials: Record<string, number>; // materialId -> count required
manaCost: number; // Raw mana cost to craft
craftTime: number; // Hours to craft
minFloor: number; // Minimum floor where blueprint drops
unlocked: boolean; // Whether the player has discovered this
}
export const CRAFTING_RECIPES: Record<string, CraftingRecipe> = {
// ─── Staff Blueprints ───
staffBlueprint: {
id: 'staffBlueprint',
equipmentTypeId: 'oakStaff',
name: 'Oak Staff',
description: 'A sturdy oak staff with decent mana capacity.',
rarity: 'uncommon',
materials: {
manaCrystalDust: 5,
arcaneShard: 2,
},
manaCost: 200,
craftTime: 4,
minFloor: 10,
unlocked: false,
},
wandBlueprint: {
id: 'wandBlueprint',
equipmentTypeId: 'crystalWand',
name: 'Crystal Wand',
description: 'A wand tipped with a small crystal. Excellent for elemental enchantments.',
rarity: 'rare',
materials: {
manaCrystalDust: 8,
arcaneShard: 4,
elementalCore: 1,
},
manaCost: 500,
craftTime: 6,
minFloor: 20,
unlocked: false,
},
robeBlueprint: {
id: 'robeBlueprint',
equipmentTypeId: 'scholarRobe',
name: 'Scholar Robe',
description: 'A robe worn by scholars and researchers.',
rarity: 'rare',
materials: {
manaCrystalDust: 6,
arcaneShard: 3,
elementalCore: 1,
},
manaCost: 400,
craftTime: 5,
minFloor: 25,
unlocked: false,
},
artifactBlueprint: {
id: 'artifactBlueprint',
equipmentTypeId: 'arcanistStaff',
name: 'Arcanist Staff',
description: 'A staff designed for advanced spellcasters. High capacity for complex enchantments.',
rarity: 'legendary',
materials: {
manaCrystalDust: 20,
arcaneShard: 10,
elementalCore: 5,
voidEssence: 2,
celestialFragment: 1,
},
manaCost: 2000,
craftTime: 12,
minFloor: 60,
unlocked: false,
},
// ─── Additional Blueprints ───
battlestaffBlueprint: {
id: 'battlestaffBlueprint',
equipmentTypeId: 'battlestaff',
name: 'Battlestaff',
description: 'A reinforced staff suitable for both casting and combat.',
rarity: 'rare',
materials: {
manaCrystalDust: 10,
arcaneShard: 5,
elementalCore: 2,
},
manaCost: 600,
craftTime: 6,
minFloor: 30,
unlocked: false,
},
catalystBlueprint: {
id: 'catalystBlueprint',
equipmentTypeId: 'fireCatalyst',
name: 'Fire Catalyst',
description: 'A catalyst attuned to fire magic. Enhances fire enchantments.',
rarity: 'rare',
materials: {
manaCrystalDust: 8,
arcaneShard: 4,
elementalCore: 3,
},
manaCost: 500,
craftTime: 5,
minFloor: 25,
unlocked: false,
},
shieldBlueprint: {
id: 'shieldBlueprint',
equipmentTypeId: 'runicShield',
name: 'Runic Shield',
description: 'A shield engraved with protective runes.',
rarity: 'rare',
materials: {
manaCrystalDust: 10,
arcaneShard: 6,
elementalCore: 2,
},
manaCost: 450,
craftTime: 5,
minFloor: 28,
unlocked: false,
},
hatBlueprint: {
id: 'hatBlueprint',
equipmentTypeId: 'wizardHat',
name: 'Wizard Hat',
description: 'A classic pointed wizard hat. Decent capacity for headwear.',
rarity: 'uncommon',
materials: {
manaCrystalDust: 4,
arcaneShard: 2,
},
manaCost: 150,
craftTime: 3,
minFloor: 12,
unlocked: false,
},
glovesBlueprint: {
id: 'glovesBlueprint',
equipmentTypeId: 'spellweaveGloves',
name: 'Spellweave Gloves',
description: 'Gloves woven with mana-conductive threads.',
rarity: 'uncommon',
materials: {
manaCrystalDust: 3,
arcaneShard: 2,
},
manaCost: 120,
craftTime: 3,
minFloor: 15,
unlocked: false,
},
bootsBlueprint: {
id: 'bootsBlueprint',
equipmentTypeId: 'travelerBoots',
name: 'Traveler Boots',
description: 'Comfortable boots for long journeys.',
rarity: 'uncommon',
materials: {
manaCrystalDust: 3,
arcaneShard: 1,
},
manaCost: 100,
craftTime: 2,
minFloor: 8,
unlocked: false,
},
ringBlueprint: {
id: 'ringBlueprint',
equipmentTypeId: 'silverRing',
name: 'Silver Ring',
description: 'A silver ring with decent magical conductivity.',
rarity: 'uncommon',
materials: {
manaCrystalDust: 2,
arcaneShard: 1,
},
manaCost: 80,
craftTime: 2,
minFloor: 10,
unlocked: false,
},
amuletBlueprint: {
id: 'amuletBlueprint',
equipmentTypeId: 'silverAmulet',
name: 'Silver Amulet',
description: 'A silver amulet with a small gem.',
rarity: 'uncommon',
materials: {
manaCrystalDust: 3,
arcaneShard: 2,
},
manaCost: 100,
craftTime: 3,
minFloor: 12,
unlocked: false,
},
};
// Helper functions
export function getRecipeByBlueprint(blueprintId: string): CraftingRecipe | undefined {
return CRAFTING_RECIPES[blueprintId];
}
export function canCraftRecipe(
recipe: CraftingRecipe,
materials: Record<string, number>,
rawMana: number
): { canCraft: boolean; missingMaterials: Record<string, number>; missingMana: number } {
const missingMaterials: Record<string, number> = {};
let canCraft = true;
for (const [matId, required] of Object.entries(recipe.materials)) {
const available = materials[matId] || 0;
if (available < required) {
missingMaterials[matId] = required - available;
canCraft = false;
}
}
const missingMana = Math.max(0, recipe.manaCost - rawMana);
if (missingMana > 0) {
canCraft = false;
}
return { canCraft, missingMaterials, missingMana };
}
// Get all recipes available based on unlocked blueprints
export function getAvailableRecipes(unlockedBlueprints: string[]): CraftingRecipe[] {
return unlockedBlueprints
.map(bpId => CRAFTING_RECIPES[bpId])
.filter(Boolean);
}

View File

@@ -47,7 +47,8 @@ import {
type FamiliarBonuses,
DEFAULT_FAMILIAR_BONUSES,
} from './familiar-slice';
import { rollLootDrops } from './data/loot-drops';
import { rollLootDrops, LOOT_DROPS } from './data/loot-drops';
import { CRAFTING_RECIPES, canCraftRecipe } from './data/crafting-recipes';
// Default empty effects for when effects aren't provided
const DEFAULT_EFFECTS: ComputedEffects = {
@@ -561,6 +562,9 @@ function makeInitial(overrides: Partial<GameState> = {}): GameState {
},
lootDropsToday: 0,
// Equipment Crafting Progress
equipmentCraftingProgress: null,
// Achievements
achievements: {
unlocked: [],
@@ -1912,6 +1916,98 @@ export const useGameStore = create<GameStore>()(
return instance.totalCapacity - instance.usedCapacity;
},
// ─── Equipment Crafting (from blueprints) ───────────────────────────────────
startCraftingEquipment: (blueprintId: string) => {
const state = get();
const recipe = CRAFTING_RECIPES[blueprintId];
if (!recipe) return false;
// Check if player has the blueprint
if (!state.lootInventory.blueprints.includes(blueprintId)) return false;
// Check materials and mana
const { canCraft } = canCraftRecipe(
recipe,
state.lootInventory.materials,
state.rawMana
);
if (!canCraft) return false;
// Deduct materials
const newMaterials = { ...state.lootInventory.materials };
for (const [matId, amount] of Object.entries(recipe.materials)) {
newMaterials[matId] = (newMaterials[matId] || 0) - amount;
if (newMaterials[matId] <= 0) {
delete newMaterials[matId];
}
}
// Start crafting progress
set((state) => ({
lootInventory: {
...state.lootInventory,
materials: newMaterials,
},
rawMana: state.rawMana - recipe.manaCost,
currentAction: 'craft',
equipmentCraftingProgress: {
blueprintId,
equipmentTypeId: recipe.equipmentTypeId,
progress: 0,
required: recipe.craftTime,
manaSpent: recipe.manaCost,
},
log: [`🔨 Started crafting ${recipe.name}...`, ...state.log.slice(0, 49)],
}));
return true;
},
cancelEquipmentCrafting: () => {
set((state) => {
const progress = state.equipmentCraftingProgress;
if (!progress) return {};
const recipe = CRAFTING_RECIPES[progress.blueprintId];
if (!recipe) return { currentAction: 'meditate', equipmentCraftingProgress: null };
// Refund 50% of mana
const manaRefund = Math.floor(progress.manaSpent * 0.5);
return {
currentAction: 'meditate',
equipmentCraftingProgress: null,
rawMana: state.rawMana + manaRefund,
log: [`🚫 Crafting cancelled. Refunded ${manaRefund} mana.`, ...state.log.slice(0, 49)],
};
});
},
deleteMaterial: (materialId: string, amount: number) => {
set((state) => {
const currentAmount = state.lootInventory.materials[materialId] || 0;
const newAmount = Math.max(0, currentAmount - amount);
const newMaterials = { ...state.lootInventory.materials };
if (newAmount <= 0) {
delete newMaterials[materialId];
} else {
newMaterials[materialId] = newAmount;
}
const dropName = LOOT_DROPS[materialId]?.name || materialId;
return {
lootInventory: {
...state.lootInventory,
materials: newMaterials,
},
log: [`🗑️ Deleted ${amount}x ${dropName}.`, ...state.log.slice(0, 49)],
};
});
},
// ─── Floor Navigation ────────────────────────────────────────────────────────
setClimbDirection: (direction: 'up' | 'down') => {

View File

@@ -206,6 +206,15 @@ export interface ApplicationProgress {
manaSpent: number; // Total mana spent so far
}
// Equipment Crafting Progress (crafting from blueprints)
export interface EquipmentCraftingProgress {
blueprintId: string; // Blueprint being crafted
equipmentTypeId: string; // Resulting equipment type
progress: number; // Hours spent crafting
required: number; // Total hours needed
manaSpent: number; // Mana spent so far
}
// Equipment spell state (for multi-spell casting)
export interface EquipmentSpellState {
spellId: string;
@@ -436,6 +445,7 @@ export interface GameState {
designProgress: DesignProgress | null;
preparationProgress: PreparationProgress | null;
applicationProgress: ApplicationProgress | null;
equipmentCraftingProgress: EquipmentCraftingProgress | null;
// Unlocked enchantment effects for designing
unlockedEffects: string[]; // Effect IDs that have been researched