chore: remove unused imports, vars, and params — 84 imports, 7 vars, 16 params across 45+ files
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m25s

This commit is contained in:
2026-05-25 20:18:39 +02:00
parent 4aa12a10f0
commit 25ba565467
60 changed files with 78 additions and 115 deletions
@@ -5,7 +5,6 @@ import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import { Progress } from '@/components/ui/progress';
import { getSpireRoomTypeDisplay } from '@/lib/game/utils/spire-utils';
import { getModifierDisplay, getModifierDescription } from '@/lib/game/utils/enemy-generator';
import { ELEMENTS } from '@/lib/game/constants';
import { fmt } from '@/lib/game/stores';
@@ -14,7 +13,7 @@ interface RoomDisplayProps {
floor: number;
}
function EnemyRow({ enemy, floor }: { enemy: EnemyState; floor: number }) {
function EnemyRow({ enemy }: { enemy: EnemyState }) {
const elemDef = ELEMENTS[enemy.element];
const hpPercent = enemy.maxHP > 0 ? (enemy.hp / enemy.maxHP) * 100 : 0;
const barrierVal = enemy.barrier ?? 0;
@@ -192,7 +191,7 @@ export function RoomDisplay({ floorState, floor }: RoomDisplayProps) {
<div className="text-xs text-gray-500 italic">Room cleared!</div>
) : (
enemies.map((enemy) => (
<EnemyRow key={enemy.id} enemy={enemy} floor={floor} />
<EnemyRow key={enemy.id} enemy={enemy} />
))
)}
</CardContent>
@@ -1,10 +1,8 @@
'use client';
import { useCombatStore, useManaStore, canAffordSpellCost, fmt } from '@/lib/game/stores';
import { useCombatStore, useManaStore, canAffordSpellCost } from '@/lib/game/stores';
import { SPELLS_DEF, ELEMENTS } from '@/lib/game/constants';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Button } from '@/components/ui/button';
import { Badge } from '@/components/ui/badge';
import { Progress } from '@/components/ui/progress';
import { GOLEMS_DEF } from '@/lib/game/data/golems';
@@ -114,7 +114,7 @@ export function SpireCombatPage() {
setAction('climb');
}, [currentFloor, totalRooms, setCurrentRoom, setAction]);
const handleRoomCleared = () => {
const _handleRoomCleared = () => {
const nextRoomIndex = roomsCleared + 1;
if (nextRoomIndex >= totalRooms) {