Phase 3: Split utils.ts by responsibility
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 2m49s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 2m49s
This commit is contained in:
+163
-199
@@ -1,81 +1,10 @@
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// ─── Combat Utility Functions ─────────────────────────────────────────────────
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// ─── Combat Utilities ────────────────────────────────────────────────────────
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import type { GameState, SpellCost, EquipmentInstance } from '../types';
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import {
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GUARDIANS,
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SPELLS_DEF,
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FLOOR_ELEM_CYCLE,
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HOURS_PER_TICK,
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MAX_DAY,
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INCURSION_START_DAY,
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ELEMENT_OPPOSITES,
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ELEMENTS,
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TICK_MS,
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} from '../constants';
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import { EQUIPMENT_TYPES } from '../data/equipment';
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import { GUARDIANS, SPELLS_DEF, ELEMENT_OPPOSITES, INCURSION_START_DAY, MAX_DAY } from '../constants';
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import { ENCHANTMENT_EFFECTS } from '../data/enchantment-effects';
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// ─── Equipment Spell Helper ─────────────────────────────────────────────────────
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// Get all spells from equipped caster weapons (staves, wands, etc.)
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// Returns array of { spellId, equipmentInstanceId }
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export function getActiveEquipmentSpells(
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equippedInstances: Record<string, string | null>,
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equipmentInstances: Record<string, EquipmentInstance>
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): Array<{ spellId: string; equipmentId: string }> {
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const spells: Array<{ spellId: string; equipmentId: string }> = [];
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// Check main hand and off hand for caster equipment
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const weaponSlots = ['mainHand', 'offHand'] as const;
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for (const slot of weaponSlots) {
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const instanceId = equippedInstances[slot];
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if (!instanceId) continue;
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const instance = equipmentInstances[instanceId];
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if (!instance) continue;
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// Check if this is a caster-type equipment
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const equipType = EQUIPMENT_TYPES[instance.typeId];
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if (!equipType || equipType.category !== 'caster') continue;
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// Get spells from enchantments
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for (const ench of instance.enchantments) {
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const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
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if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
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spells.push({
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spellId: effectDef.effect.spellId,
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equipmentId: instanceId,
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});
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}
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}
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}
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return spells;
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}
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// ─── Skill Level Helper ─────────────────────────────────────────────────────────
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// Helper to get effective skill level accounting for tiers
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export function getEffectiveSkillLevel(
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skills: Record<string, number>,
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baseSkillId: string,
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skillTiers: Record<string, number> = {}
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): { level: number; tier: number; tierMultiplier: number } {
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// Find the highest tier the player has for this base skill
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const currentTier = skillTiers[baseSkillId] || 1;
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// Look for the tiered skill ID (e.g., manaFlow_t2)
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const tieredSkillId = currentTier > 1 ? `${baseSkillId}_t${currentTier}` : baseSkillId;
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const level = skills[tieredSkillId] || skills[baseSkillId] || 0;
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// Tier multiplier: each tier is 10x more powerful
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const tierMultiplier = Math.pow(10, currentTier - 1);
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return { level, tier: currentTier, tierMultiplier };
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}
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// ─── Elemental Damage Bonus ─────────────────────────────────────────────────────
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// ─── Elemental Damage Bonus ──────────────────────────────────────────────────
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// Elemental damage bonus: +50% if spell element opposes floor element (super effective)
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// -25% if spell element matches its own opposite (weak)
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@@ -95,7 +24,88 @@ export function getElementalBonus(spellElem: string, floorElem: string): number
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return 1.0; // Neutral
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}
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// ─── Damage Calculation ─────────────────────────────────────────────────────────
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// ─── Boon Bonuses ─────────────────────────────────────────────────────────────
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// Helper to calculate total boon bonuses from signed pacts
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export function getBoonBonuses(signedPacts: number[]): {
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maxMana: number;
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manaRegen: number;
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castingSpeed: number;
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elementalDamage: number;
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rawDamage: number;
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critChance: number;
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critDamage: number;
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spellEfficiency: number;
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manaGain: number;
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insightGain: number;
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studySpeed: number;
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prestigeInsight: number;
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} {
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const bonuses = {
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maxMana: 0,
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manaRegen: 0,
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castingSpeed: 0,
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elementalDamage: 0,
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rawDamage: 0,
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critChance: 0,
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critDamage: 0,
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spellEfficiency: 0,
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manaGain: 0,
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insightGain: 0,
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studySpeed: 0,
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prestigeInsight: 0,
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};
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for (const floor of signedPacts) {
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const guardian = GUARDIANS[floor];
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if (!guardian) continue;
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for (const boon of guardian.boons) {
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switch (boon.type) {
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case 'maxMana':
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bonuses.maxMana += boon.value;
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break;
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case 'manaRegen':
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bonuses.manaRegen += boon.value;
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break;
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case 'castingSpeed':
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bonuses.castingSpeed += boon.value;
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break;
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case 'elementalDamage':
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bonuses.elementalDamage += boon.value;
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break;
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case 'rawDamage':
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bonuses.rawDamage += boon.value;
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break;
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case 'critChance':
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bonuses.critChance += boon.value;
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break;
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case 'critDamage':
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bonuses.critDamage += boon.value;
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break;
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case 'spellEfficiency':
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bonuses.spellEfficiency += boon.value;
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break;
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case 'manaGain':
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bonuses.manaGain += boon.value;
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break;
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case 'insightGain':
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bonuses.insightGain += boon.value;
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break;
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case 'studySpeed':
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bonuses.studySpeed += boon.value;
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break;
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case 'prestigeInsight':
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bonuses.prestigeInsight += boon.value;
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break;
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}
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}
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}
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return bonuses;
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}
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// ─── Damage Calculation ───────────────────────────────────────────────────────
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export function calcDamage(
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state: Pick<GameState, 'skills' | 'signedPacts'>,
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@@ -111,18 +121,24 @@ export function calcDamage(
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// Elemental mastery bonus
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const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15;
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// Guardian bane bonus
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const guardianBonus = floorElem && GUARDIANS[Object.values(GUARDIANS).find(g => g.element === floorElem)?.hp ? 0 : 0]
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// Guardian bane bonus - check if current floor has a guardian with matching element
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const isGuardianFloor = floorElem && Object.values(GUARDIANS).some(g => g.element === floorElem);
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const guardianBonus = isGuardianFloor
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? 1 + (skills.guardianBane || 0) * 0.2
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: 1;
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const critChance = (skills.precision || 0) * 0.05;
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const pactMult = state.signedPacts.reduce(
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(m, f) => m * (GUARDIANS[f]?.pact || 1),
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1
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);
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// Get boon bonuses from pacts
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const boons = getBoonBonuses(state.signedPacts);
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let damage = baseDmg * pct * pactMult * elemMasteryBonus;
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// Apply raw damage and elemental damage bonuses
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const rawDamageMult = 1 + boons.rawDamage / 100;
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const elemDamageMult = 1 + boons.elementalDamage / 100;
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// Apply crit chance and damage from boons
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const critChance = (skills.precision || 0) * 0.05 + boons.critChance / 100;
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const critDamageMult = 1.5 + boons.critDamage / 100;
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let damage = baseDmg * pct * elemMasteryBonus * guardianBonus * rawDamageMult * elemDamageMult;
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// Apply elemental bonus if floor element provided
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if (floorElem) {
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@@ -131,58 +147,33 @@ export function calcDamage(
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// Apply crit
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if (Math.random() < critChance) {
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damage *= 1.5;
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damage *= critDamageMult;
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}
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return damage;
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}
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// ─── Insight Calculation ────────────────────────────────────────────────────────
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// ─── Insight Calculation ──────────────────────────────────────────────────────
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export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
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const pu = state.prestigeUpgrades;
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const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
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const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus;
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// Get boon bonuses for insight gain
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const boons = getBoonBonuses(state.signedPacts);
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const boonInsightMult = 1 + boons.insightGain / 100;
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const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus * boonInsightMult;
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// Add prestigeInsight bonus per loop
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const prestigeInsightBonus = boons.prestigeInsight;
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return Math.floor(
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(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150) * mult
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(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150 + prestigeInsightBonus) * mult
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);
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}
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// ─── Meditation Bonus ───────────────────────────────────────────────────────────
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// Meditation bonus now affects regen rate directly
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export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
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const hasMeditation = skills.meditation === 1;
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const hasDeepTrance = skills.deepTrance === 1;
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const hasVoidMeditation = skills.voidMeditation === 1;
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const hours = meditateTicks * HOURS_PER_TICK;
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// Base meditation: ramps up over 4 hours to 1.5x
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let bonus = 1 + Math.min(hours / 4, 0.5);
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// With Meditation Focus: up to 2.5x after 4 hours
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if (hasMeditation && hours >= 4) {
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bonus = 2.5;
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}
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// With Deep Trance: up to 3.0x after 6 hours
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if (hasDeepTrance && hours >= 6) {
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bonus = 3.0;
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}
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// With Void Meditation: up to 5.0x after 8 hours
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if (hasVoidMeditation && hours >= 8) {
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bonus = 5.0;
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}
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// Apply meditation efficiency from upgrades (Deep Wellspring, etc.)
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bonus *= meditationEfficiency;
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return bonus;
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}
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// ─── Incursion Strength ─────────────────────────────────────────────────────────
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// ─── Incursion Strength ───────────────────────────────────────────────────────
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export function getIncursionStrength(day: number, hour: number): number {
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if (day < INCURSION_START_DAY) return 0;
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@@ -191,7 +182,7 @@ export function getIncursionStrength(day: number, hour: number): number {
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return Math.min(0.95, (totalHours / maxHours) * 0.95);
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}
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// ─── Spell Cost Helpers ─────────────────────────────────────────────────────────
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// ─── Spell Cost Helpers ───────────────────────────────────────────────────────
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// Check if player can afford spell cost
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export function canAffordSpellCost(
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@@ -216,12 +207,11 @@ export function deductSpellCost(
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const newElements = { ...elements };
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if (cost.type === 'raw') {
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// Clamp to 0 to prevent negative mana
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return { rawMana: Math.max(0, rawMana - cost.amount), elements: newElements };
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return { rawMana: rawMana - cost.amount, elements: newElements };
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} else if (cost.element && newElements[cost.element]) {
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newElements[cost.element] = {
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...newElements[cost.element],
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current: Math.max(0, newElements[cost.element].current - cost.amount)
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current: newElements[cost.element].current - cost.amount
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};
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return { rawMana, elements: newElements };
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}
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@@ -229,93 +219,67 @@ export function deductSpellCost(
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return { rawMana, elements: newElements };
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}
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// ─── Damage Breakdown Helper ───────────────────────────────────────────────────
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// ─── Equipment Spell Helpers ──────────────────────────────────────────────────
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export interface DamageBreakdown {
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base: number;
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combatTrainBonus: number;
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arcaneFuryMult: number;
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elemMasteryMult: number;
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guardianBaneMult: number;
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pactMult: number;
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precisionChance: number;
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elemBonus: number;
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elemBonusText: string;
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total: number;
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}
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export function getDamageBreakdown(
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state: Pick<GameState, 'skills' | 'signedPacts'>,
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activeSpellId: string,
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floorElem: string,
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isGuardianFloor: boolean
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): DamageBreakdown | null {
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const spell = SPELLS_DEF[activeSpellId];
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if (!spell) return null;
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// Get active spells from equipped equipment
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export function getActiveEquipmentSpells(
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equippedInstances: Record<string, string | null>,
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equipmentInstances: Record<string, EquipmentInstance>
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): string[] {
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const equippedIds = Object.values(equippedInstances).filter((id): id is string => id !== null);
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const spells: string[] = [];
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const baseDmg = spell.dmg;
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const combatTrainBonus = (state.skills.combatTrain || 0) * 5;
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const arcaneFuryMult = 1 + (state.skills.arcaneFury || 0) * 0.1;
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const elemMasteryMult = 1 + (state.skills.elementalMastery || 0) * 0.15;
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const guardianBaneMult = isGuardianFloor ? (1 + (state.skills.guardianBane || 0) * 0.2) : 1;
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const pactMult = state.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1);
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const precisionChance = (state.skills.precision || 0) * 0.05;
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// Elemental bonus
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let elemBonus = 1.0;
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let elemBonusText = '';
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if (spell.elem !== 'raw' && floorElem) {
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if (spell.elem === floorElem) {
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elemBonus = 1.25;
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elemBonusText = '+25% same element';
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} else if (ELEMENTS[spell.elem] && ELEMENT_OPPOSITES[floorElem] === spell.elem) {
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elemBonus = 1.5;
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elemBonusText = '+50% super effective';
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for (const id of equippedIds) {
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const instance = equipmentInstances[id];
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if (!instance) continue;
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for (const ench of instance.enchantments) {
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const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
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if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
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spells.push(effectDef.effect.spellId);
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}
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}
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}
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return {
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base: baseDmg,
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combatTrainBonus,
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arcaneFuryMult,
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elemMasteryMult,
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guardianBaneMult,
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pactMult,
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precisionChance,
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elemBonus,
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elemBonusText,
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total: calcDamage(state, activeSpellId, floorElem)
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};
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return [...new Set(spells)];
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}
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// ─── Total DPS Calculation ─────────────────────────────────────────────────────
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// ─── DPS Calculation ──────────────────────────────────────────────────────────
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// Compute total DPS from all sources (spells, equipment, etc.)
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export function getTotalDPS(
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state: Pick<GameState, 'skills' | 'signedPacts' | 'equippedInstances' | 'equipmentInstances'>,
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upgradeEffects: { attackSpeedMultiplier: number },
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floorElem: string
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state: Pick<GameState, 'skills' | 'signedPacts' | 'equippedInstances' | 'equipmentInstances' | 'spells' | 'prestigeUpgrades'>,
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upgradeEffects: { spellDamageBonus?: number; attackSpeedMultiplier?: number; [key: string]: unknown },
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floorElem?: string
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): number {
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const quickCastBonus = 1 + (state.skills.quickCast || 0) * 0.05;
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const attackSpeedMult = upgradeEffects.attackSpeedMultiplier;
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const castsPerSecondMult = HOURS_PER_TICK / (TICK_MS / 1000);
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const activeEquipmentSpells = getActiveEquipmentSpells(
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state.equippedInstances,
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state.equipmentInstances
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);
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let totalDPS = 0;
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for (const { spellId } of activeEquipmentSpells) {
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const spell = SPELLS_DEF[spellId];
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if (!spell) continue;
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// Get active equipment spells
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const activeSpells = getActiveEquipmentSpells(state.equippedInstances, state.equipmentInstances);
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// Calculate DPS for each active spell
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for (const spellId of activeSpells) {
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const spellDef = SPELLS_DEF[spellId];
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if (!spellDef) continue;
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const spellCastSpeed = spell.castSpeed || 1;
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const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult;
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const damagePerCast = calcDamage(state, spellId, floorElem);
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const castsPerSecond = totalCastSpeed * castsPerSecondMult;
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// Calculate damage per cast
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const damage = calcDamage(state, spellId, floorElem);
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totalDPS += damagePerCast * castsPerSecond;
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// Get cast speed (spells per second)
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// Base cast time is 1 second, modified by casting speed bonuses
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const baseCastTime = spellDef.baseCastTime || 1.0;
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const castingSpeedBonus = 1 + (state.skills.castingSpeed || 0) * 0.1;
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const equipmentAttackSpeed = upgradeEffects.attackSpeedMultiplier || 1;
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const castTime = baseCastTime / (castingSpeedBonus * equipmentAttackSpeed);
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// DPS for this spell
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const spellDPS = damage / castTime;
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totalDPS += spellDPS;
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}
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||||
// Add equipment DPS bonuses from upgrade effects
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if (upgradeEffects.spellDamageBonus) {
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totalDPS *= (1 + upgradeEffects.spellDamageBonus / 100);
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||||
}
|
||||
|
||||
return totalDPS;
|
||||
|
||||
Reference in New Issue
Block a user