fix: resolve all TypeScript compilation errors
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m17s
- Fixed DisciplinesAttunementType enum usage in discipline data files - Fixed EquipmentSlot import in equipment/types.ts - Fixed enchantment-effects.ts export/import chain - Fixed safe-persist.ts StateStorage type compatibility - Fixed store persist partial return types for all stores - Fixed gameStore.ts ElementState type and error handling - Fixed useGameDerived.ts missing properties on GameCoordinatorStore - Added SkillUpgradeChoice type to types.ts - Fixed ActionButtons.tsx optional currentStudyTarget prop - Fixed GameToast.tsx Toast type compatibility - Fixed EnchantmentDesigner sub-component type mismatches - Fixed SpireCombatPage equippedInstances/equipmentInstances types - Fixed page.tsx computeClickMana argument - Added baseCastTime to SpellDef type - Fixed golem/types.ts and loot-drops.ts import paths - Fixed craftingStore.ts missing lastError in initial state and actions - Fixed store-actions-combat-prestige.test.ts Memory type usage - Fixed floor-utils.upgraded.test.ts array type annotation - Fixed computed-stats.test.ts state type assertions - Fixed activity-log.test.ts state type annotation - Fixed discipline-math.test.ts enum value usage - Fixed game-loop.test.ts vitest mock import - Various other test file type fixes
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@@ -78,7 +78,7 @@ export function EffectSelector({
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{selected && (
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<ActionButton
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size="sm"
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variant="outline"
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variant="ghost"
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className="h-6 w-6 p-0"
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onClick={() => removeEffect(effect.id)}
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>
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@@ -87,7 +87,7 @@ export function EffectSelector({
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)}
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<ActionButton
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size="sm"
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variant="outline"
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variant="ghost"
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className="h-6 w-6 p-0"
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onClick={() => addEffect(effect.id)}
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disabled={!selected && selectedEffects.length >= 5}
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@@ -29,7 +29,7 @@ export function EquipmentTypeSelector({
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/>
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<div className="flex justify-between text-xs text-[var(--text-muted)]">
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<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
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<ActionButton size="sm" variant="outline" onClick={cancelDesign}>Cancel</ActionButton>
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<ActionButton size="sm" variant="ghost" onClick={cancelDesign}>Cancel</ActionButton>
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</div>
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</div>
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) : (
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@@ -1,4 +1,4 @@
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import type { EquipmentInstance, EnchantmentDesign, DesignEffect, EquipmentCraftingProgress, EquipmentCategory } from '@/lib/game/types';
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import type { EquipmentInstance, EnchantmentDesign, DesignEffect, DesignProgress, EquipmentCategory } from '@/lib/game/types';
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export interface EnchantmentDesignerProps {
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selectedEquipmentType: string | null;
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@@ -15,7 +15,7 @@ export interface EquipmentTypeSelectorProps {
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ownedEquipmentTypes: Array<{ id: string; name: string; baseCapacity: number }>;
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selectedEquipmentType: string | null;
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setSelectedEquipmentType: (type: string | null) => void;
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designProgress: EquipmentCraftingProgress | null;
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designProgress: DesignProgress | null;
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cancelDesign: () => void;
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}
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@@ -24,10 +24,10 @@ export interface EffectSelectorProps {
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selectedEffects: DesignEffect[];
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setSelectedEffects: (effects: DesignEffect[]) => void;
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availableEffects: Array<{ id: string; name: string; description: string; baseCapacityCost: number; maxStacks: number }>;
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incompatibleEffects: Array<{ id: string; name: string; description: string }>;
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incompatibleEffects: Array<{ id: string; name: string; description: string; allowedEquipmentCategories: EquipmentCategory[] }>;
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enchantingLevel: number;
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efficiencyBonus: number;
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designProgress: EquipmentCraftingProgress | null;
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designProgress: DesignProgress | null;
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addEffect: (effectId: string) => void;
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removeEffect: (effectId: string) => void;
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getIncompatibilityReason: (effect: { id: string; name: string; description: string; allowedEquipmentCategories: EquipmentCategory[] }) => string;
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