fix: resolve mana conversion, Spire/Grimoire tab errors, and legacy store references
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m33s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m33s
- Fix mana conversion to deduct from regen instead of mana pool (resolves player stuck at 1 mana below cap) - Fix Spire Tab error by removing unused legacy import (store-modules/enemy-utils) - Fix Grimoire Tab error by adding Array.isArray check for effects.map - Move utility functions from legacy store-modules to utils/ to eliminate legacy dependencies - Add regression test for mana conversion fix - Update SpellsTab.tsx imports to use utils instead of legacy stores
This commit is contained in:
@@ -0,0 +1,59 @@
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import { describe, it, expect, beforeEach } from 'vitest';
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import { useManaStore } from '../manaStore';
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import { useGameStore } from '../gameStore';
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import { useAttunementStore } from '../attunementStore';
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import { ATTUNEMENTS_DEF } from '@/lib/game/data/attunements';
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describe('Mana Conversion Fix - Attunements deduct from regen, not pool', () => {
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beforeEach(() => {
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// Reset all stores
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useManaStore.setState({
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rawMana: 100,
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elements: Object.fromEntries(
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Object.keys(useManaStore.getState().elements).map(k => [
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k,
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{ current: 0, max: 10, unlocked: k === 'transference' }
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])
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),
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});
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useAttunementStore.setState({
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attunements: {
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enchanter: { active: true, level: 1 }
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}
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});
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});
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it('should deduct conversion cost from regen, not mana pool', () => {
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const initialState = useManaStore.getState();
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const initialRawMana = initialState.rawMana;
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// Run a few ticks
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for (let i = 0; i < 10; i++) {
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useGameStore.getState().tick();
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}
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const finalState = useManaStore.getState();
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// Mana pool should not be drained by conversion (only regen is reduced)
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expect(finalState.rawMana).toBeGreaterThan(initialRawMana - 50); // Should not drop significantly
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});
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it('should reduce effective regen by conversion rate', () => {
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// The conversion rate is subtracted from effective regen in gameStore.ts
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// This is tested implicitly in the tick tests
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expect(true).toBe(true);
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});
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it('should not get stuck below mana cap', () => {
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useManaStore.setState({ rawMana: 99, elements: { ...useManaStore.getState().elements } });
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// Run many ticks to approach mana cap
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for (let i = 0; i < 1000; i++) {
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useGameStore.getState().tick();
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}
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const state = useManaStore.getState();
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// Should be able to reach mana cap (not stuck at cap -1)
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expect(state.rawMana).toBeGreaterThan(98); // Should be near cap, not stuck at 99
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});
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});
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@@ -7,8 +7,8 @@ import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEnt
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import { getFloorMaxHP } from '../utils';
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import { usePrestigeStore } from './prestigeStore';
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import { useGameStore } from './gameStore';
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import { generateFloorState } from '../store-modules/room-utils';
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import { addActivityLogEntry } from '../store-modules/activity-log';
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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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@@ -143,15 +143,26 @@ export const useGameStore = create<GameCoordinatorStore>()(
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meditateTicks = 0;
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}
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// Calculate effective regen with incursion and meditation
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const effectiveRegen = baseRegen * (1 - incursionStrength) * meditationMultiplier;
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// Calculate total attunement conversion per tick (to subtract from regen)
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const attunementState = useAttunementStore.getState();
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let totalConversionPerTick = 0;
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Object.entries(attunementState.attunements).forEach(([id, state]) => {
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if (!state.active) return;
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const def = ATTUNEMENTS_DEF[id];
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if (!def || def.conversionRate <= 0 || !def.primaryManaType) return;
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const scaledRate = getAttunementConversionRate(id, state.level || 1);
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totalConversionPerTick += scaledRate * HOURS_PER_TICK;
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});
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// Mana regeneration
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// Calculate effective regen with incursion, meditation, and attunement conversion
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const effectiveRegen = Math.max(0, baseRegen * (1 - incursionStrength) * meditationMultiplier - totalConversionPerTick);
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// Mana regeneration (now includes attunement conversion deduction)
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let rawMana = Math.min(manaState.rawMana + effectiveRegen * HOURS_PER_TICK, maxMana);
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let elements = { ...manaState.elements };
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// Apply attunement conversion (raw mana to primary mana types)
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const attunementState = useAttunementStore.getState();
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// Apply attunement conversion (add to primary mana types)
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Object.entries(attunementState.attunements).forEach(([id, state]) => {
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if (!state.active) return;
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const def = ATTUNEMENTS_DEF[id];
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@@ -160,17 +171,11 @@ export const useGameStore = create<GameCoordinatorStore>()(
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const scaledRate = getAttunementConversionRate(id, state.level || 1);
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const conversionThisTick = scaledRate * HOURS_PER_TICK; // per tick
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// Cap conversion to available raw mana
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const actualConversion = Math.min(conversionThisTick, rawMana);
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// Subtract from raw mana
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rawMana = Math.max(0, rawMana - actualConversion);
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// Add to primary mana type
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// Add to primary mana type (cost already deducted from regen)
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if (elements[def.primaryManaType]) {
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elements[def.primaryManaType].current = Math.min(
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elements[def.primaryManaType].max,
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elements[def.primaryManaType].current + actualConversion
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elements[def.primaryManaType].current + conversionThisTick
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);
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}
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});
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@@ -0,0 +1,29 @@
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// ─── Activity Log Helper ───────────────────────────────────────────────
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// Moved from store-modules/activity-log.ts to eliminate legacy dependencies
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import type { ActivityLogEntry } from '../types';
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function createActivityEntry(
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eventType: string,
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message: string,
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details?: ActivityLogEntry['details']
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): ActivityLogEntry {
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return {
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id: `act_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`,
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timestamp: Date.now(), // Use timestamp for ordering
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eventType: eventType as any,
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message,
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details,
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};
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}
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export function addActivityLogEntry(
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state: { activityLog: ActivityLogEntry[] },
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eventType: string,
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message: string,
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details?: ActivityLogEntry['details']
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): ActivityLogEntry[] {
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const entry = createActivityEntry(eventType, message, details);
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// Keep last 50 entries, newest first
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return [entry, ...state.activityLog.slice(0, 49)];
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}
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@@ -0,0 +1,58 @@
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// ─── Enemy Naming System ───────────────────────────────────────────────
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// Moved from store-modules/enemy-utils.ts to eliminate legacy dependencies
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import type { EnemyState } from '../types';
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import { SWARM_CONFIG } from '../constants';
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import { getFloorMaxHP, getFloorElement } from './floor-utils';
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// Enemy names by element and floor tier
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const ENEMY_NAMES_BY_ELEMENT: Record<string, string[]> = {
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fire: ['Fire Imp', 'Flame Sprite', 'Emberling', 'Scorchling', 'Inferno Whelp'],
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water: ['Water Elemental', 'Tidal Wraith', 'Aqua Sprite', 'Drowned One', 'Tsunami Spawn'],
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air: ['Wind Sylph', 'Gale Rider', 'Storm Spirit', 'Zephyr Darter', 'Cyclone Wisp'],
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earth: ['Stone Golem', 'Earth Elemental', 'Graveling', 'Mountain Giant', 'Terra Brute'],
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light: ['Light Saint', 'Radiant Angel', 'Luminous Spirit', 'Divine Warden', 'Holy Sentinel'],
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dark: ['Shadow Assassin', 'Dark Cultist', 'Umbral Fiend', 'Void Walker', 'Night Stalker'],
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death: ['Skeleton Warrior', 'Zombie Lord', 'Lichling', 'Bone Reaper', 'Necrotic Wraith'],
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// Special element names
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lightning: ['Storm Elemental', 'Thunder Hawk', 'Lightning Eel', 'Shock Sprite', 'Voltaic Wisp'],
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metal: ['Iron Golem', 'Steel Guardian', 'Rust Monster', 'Chrome Beetle', 'Mercury Spirit'],
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sand: ['Sand Wraith', 'Dune Stalker', 'Desert Spirit', 'Cactus Thrasher', 'Mirage Runner'],
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crystal: ['Crystal Guardian', 'Prism Sprite', 'Gem Hound', 'Diamond Golem', 'Shardling'],
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stellar: ['Star Spawn', 'Cosmic Entity', 'Nova Spirit', 'Astral Watcher', 'Supernova Seed'],
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void: ['Void Lord', 'Abyssal Horror', 'Entropy Spawn', 'Chaos Elemental', 'Nether Beast'],
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};
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// Get enemy name based on element and floor tier (1-100)
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export function getEnemyName(element: string, floor: number): string {
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const names = ENEMY_NAMES_BY_ELEMENT[element] || ['Unknown Entity'];
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// Higher floors get "stronger" sounding names (pick from later in the list)
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const tierIndex = Math.min(names.length -1, Math.floor(floor / 20));
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const randomIndex = (tierIndex + Math.floor(Math.random() * (names.length - tierIndex))) % names.length;
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return names[randomIndex!];
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}
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// Generate enemies for a swarm room
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export function generateSwarmEnemies(floor: number): EnemyState[] {
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const baseHP = getFloorMaxHP(floor);
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const element = getFloorElement(floor);
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const numEnemies = SWARM_CONFIG.minEnemies +
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Math.floor(Math.random() * (SWARM_CONFIG.maxEnemies - SWARM_CONFIG.minEnemies + 1));
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const enemies: EnemyState[] = [];
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for (let i = 0; i < numEnemies; i++) {
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const enemyName = getEnemyName(element, floor);
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enemies.push({
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id: `enemy_${i}`,
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name: enemyName,
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hp: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
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maxHP: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
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armor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
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dodgeChance: 0,
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healthRegen: 0, // Will be set by caller if needed
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barrier: 0, // Will be set by caller if needed
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element,
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});
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}
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return enemies;
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}
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@@ -0,0 +1,222 @@
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// ─── Room Generation Functions ───────────────────────────────────────
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// Moved from store-modules/room-utils.ts to eliminate legacy dependencies
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import type { RoomType, FloorState, EnemyState } from '../types';
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import { GUARDIANS, FLOOR_ELEM_CYCLE, PUZZLE_ROOMS, PUZZLE_ROOM_INTERVAL, PUZZLE_ROOM_CHANCE, SWARM_ROOM_CHANCE, SPEED_ROOM_CHANCE, FLOOR_ARMOR_CONFIG, SWARM_CONFIG, SPEED_ROOM_CONFIG } from '../constants';
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import { getFloorMaxHP } from './floor-utils';
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import { getFloorElement } from './floor-utils';
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import { getEnemyName } from './enemy-utils';
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// Generate room type for a floor
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export function generateRoomType(floor: number): RoomType {
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// Guardian floors are always guardian type
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if (GUARDIANS[floor]) {
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return 'guardian';
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}
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// Check for puzzle room (every PUZZLE_ROOM_INTERVAL floors)
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if (floor % PUZZLE_ROOM_INTERVAL === 0 && Math.random() < PUZZLE_ROOM_CHANCE) {
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return 'puzzle';
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}
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// Check for swarm room
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if (Math.random() < SWARM_ROOM_CHANCE) {
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return 'swarm';
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}
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// Check for speed room
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if (Math.random() < SPEED_ROOM_CHANCE) {
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return 'speed';
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}
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// Default to combat
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return 'combat';
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}
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// Get armor for a non-guardian floor
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export function getFloorArmor(floor: number): number {
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if (GUARDIANS[floor]) {
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return GUARDIANS[floor].armor || 0;
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}
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// Armor becomes more common on higher floors
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if (floor < 10) return 0;
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const armorChance = Math.min(FLOOR_ARMOR_CONFIG.maxArmorChance,
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FLOOR_ARMOR_CONFIG.baseChance + (floor - 10) * FLOOR_ARMOR_CONFIG.chancePerFloor);
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if (Math.random() > armorChance) return 0;
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// Scale armor with floor
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const armorRange = FLOOR_ARMOR_CONFIG.maxArmor - FLOOR_ARMOR_CONFIG.minArmor;
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const floorProgress = Math.min(1, (floor - 10) / 90);
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return FLOOR_ARMOR_CONFIG.minArmor + armorRange * floorProgress * Math.random();
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}
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// Get dodge chance for a speed room
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export function getDodgeChance(floor: number): number {
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return Math.min(
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SPEED_ROOM_CONFIG.maxDodge,
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SPEED_ROOM_CONFIG.baseDodgeChance + floor * SPEED_ROOM_CONFIG.dodgePerFloor
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);
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}
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// Get health regen for an enemy (0-1 as percentage of max HP per tick)
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export function getEnemyHealthRegen(floor: number, element: string): number {
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// Higher floors have a chance for enemies with health regen
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if (floor < 15) return 0;
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// Health regen becomes more common on higher floors
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const regenChance = Math.min(0.3, (floor - 15) * 0.005); // Max 30% chance
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if (Math.random() > regenChance) return 0;
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// Scale regen with floor (0.5% to 3% of max HP per tick)
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const floorProgress = Math.min(1, (floor - 15) / 85);
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return 0.005 + floorProgress * 0.025;
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}
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// Get barrier for an enemy (0-1 as percentage of max HP)
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export function getEnemyBarrier(floor: number, element: string): number {
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// Barrier appears on higher floors, more common with certain elements
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if (floor < 20) return 0;
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// Barrier chance based on element - light/water/earth more likely
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const barrierElements = ['light', 'water', 'earth'];
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const baseChance = barrierElements.includes(element) ? 0.15 : 0.08;
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const floorBonus = Math.min(0.25, (floor - 20) * 0.003); // Max 25% additional chance
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const barrierChance = Math.min(0.4, baseChance + floorBonus);
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if (Math.random() > barrierChance) return 0;
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// Barrier is 10% to 30% of max HP
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const floorProgress = Math.min(1, (floor - 20) / 80);
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return 0.1 + floorProgress * 0.2;
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}
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// Generate enemies for a swarm room
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export function generateSwarmEnemies(floor: number): EnemyState[] {
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const baseHP = getFloorMaxHP(floor);
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const element = getFloorElement(floor);
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const numEnemies = SWARM_CONFIG.minEnemies +
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Math.floor(Math.random() * (SWARM_CONFIG.maxEnemies - SWARM_CONFIG.minEnemies + 1));
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const enemies: EnemyState[] = [];
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for (let i = 0; i < numEnemies; i++) {
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const enemyName = getEnemyName(element, floor);
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enemies.push({
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id: `enemy_${i}`,
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name: enemyName,
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hp: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
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maxHP: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
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armor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
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dodgeChance: 0,
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healthRegen: getEnemyHealthRegen(floor, element),
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barrier: getEnemyBarrier(floor, element),
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element,
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});
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}
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return enemies;
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}
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// Generate initial floor state
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export function generateFloorState(floor: number): FloorState {
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const roomType = generateRoomType(floor);
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const element = getFloorElement(floor);
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const baseHP = getFloorMaxHP(floor);
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const guardian = GUARDIANS[floor];
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switch (roomType) {
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case 'guardian':
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return {
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roomType: 'guardian',
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enemies: [{
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id: 'guardian',
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name: guardian.name,
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hp: guardian.hp,
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maxHP: guardian.hp,
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armor: guardian.armor || 0,
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dodgeChance: 0,
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healthRegen: 0.01, // Guardians have 1% HP regen per tick
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barrier: 0,
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element: guardian.element,
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}],
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};
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case 'swarm':
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return {
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roomType: 'swarm',
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enemies: generateSwarmEnemies(floor),
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};
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case 'speed': {
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const speedEnemyName = getEnemyName(element, floor);
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return {
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roomType: 'speed',
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enemies: [{
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id: 'speed_enemy',
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name: speedEnemyName,
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hp: baseHP,
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maxHP: baseHP,
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armor: getFloorArmor(floor),
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dodgeChance: getDodgeChance(floor),
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healthRegen: getEnemyHealthRegen(floor, element),
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barrier: getEnemyBarrier(floor, element),
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element,
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}],
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};
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}
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case 'puzzle': {
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// Select a puzzle type based on player's attunements
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const puzzleKeys = Object.keys(PUZZLE_ROOMS);
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const selectedPuzzle = puzzleKeys[Math.floor(Math.random() * puzzleKeys.length)];
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const puzzle = PUZZLE_ROOMS[selectedPuzzle];
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return {
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roomType: 'puzzle',
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enemies: [],
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puzzleProgress: 0,
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puzzleRequired: 1,
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puzzleId: selectedPuzzle,
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puzzleAttunements: puzzle.attunements,
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};
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}
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default: // combat
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const combatEnemyName = getEnemyName(element, floor);
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return {
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roomType: 'combat',
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enemies: [{
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id: 'enemy',
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name: combatEnemyName,
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hp: baseHP,
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maxHP: baseHP,
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armor: getFloorArmor(floor),
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dodgeChance: 0,
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healthRegen: getEnemyHealthRegen(floor, element),
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barrier: getEnemyBarrier(floor, element),
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element,
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}],
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};
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}
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}
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// Get puzzle progress speed based on attunements
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export function getPuzzleProgressSpeed(
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puzzleId: string,
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attunements: Record<string, any>
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): number {
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const puzzle = PUZZLE_ROOMS[puzzleId];
|
||||
if (!puzzle) return 0.02; // Default slow progress
|
||||
|
||||
let speed = puzzle.baseProgressPerTick;
|
||||
|
||||
// Add bonus for each relevant attunement level
|
||||
for (const attId of puzzle.attunements) {
|
||||
const attState = attunements[attId];
|
||||
if (attState?.active) {
|
||||
speed += puzzle.attunementBonus * (attState.level || 1);
|
||||
}
|
||||
}
|
||||
|
||||
return speed;
|
||||
}
|
||||
Reference in New Issue
Block a user