cleanup: delete computed-stats.ts shim and store/index.ts
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 57s

- Delete src/lib/game/computed-stats.ts (root-level re-export shim)
- Delete src/lib/game/store/index.ts (nothing imports from it)
- Update __tests__/computed-stats.test.ts to import from ../utils instead
- Clean up craftingStore.ts imports (remove unused useGameStore, CraftingApply)

Typecheck and lint pass (pre-existing DisciplinesTab.tsx errors unchanged)
This commit is contained in:
2026-05-18 12:08:38 +02:00
parent 20c2ebd7b5
commit 2805f75f5e
54 changed files with 333 additions and 2936 deletions
+8 -13
View File
@@ -9,7 +9,7 @@ import { ActionButtons } from '@/components/game';
import { AttunementStatus } from '@/components/game/AttunementStatus';
import { ActivityLogPanel } from '@/components/game/ActivityLogPanel';
import { DebugName } from '@/lib/game/debug-context';
import { useGameStore, useManaStore, useSkillStore, useCombatStore, useCraftingStore, usePrestigeStore } from '@/lib/game/stores';
import { useGameStore, useManaStore, useCombatStore, useCraftingStore, usePrestigeStore } from '@/lib/game/stores';
import { getUnifiedEffects } from '@/lib/game/effects';
import { getMeditationBonus, getIncursionStrength } from '@/lib/game/stores';
import { computeTotalMaxMana, computeTotalRegen, computeTotalClickMana } from '@/lib/game/effects';
@@ -20,9 +20,6 @@ export function LeftPanel() {
const rawMana = useManaStore((s) => s.rawMana);
const elements = useManaStore((s) => s.elements);
const meditateTicks = useManaStore((s) => s.meditateTicks);
const skills = useSkillStore((s) => s.skills);
const skillTiers = useSkillStore((s) => s.skillTiers);
const skillUpgrades = useSkillStore((s) => s.skillUpgrades);
const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
const equippedInstances = useCraftingStore((s) => s.equippedInstances);
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
@@ -30,7 +27,6 @@ export function LeftPanel() {
const spireMode = useCombatStore((s) => s.spireMode);
const enterSpireMode = useCombatStore((s) => s.enterSpireMode);
const currentAction = useCombatStore((s) => s.currentAction);
const currentStudyTarget = useSkillStore((s) => s.currentStudyTarget);
const designProgress = useCraftingStore((s) => s.designProgress);
const designProgress2 = useCraftingStore((s) => s.designProgress2);
const preparationProgress = useCraftingStore((s) => s.preparationProgress);
@@ -56,11 +52,11 @@ export function LeftPanel() {
return () => cancelAnimationFrame(animationFrameId);
}, [isGathering, gatherMana]);
const upgradeEffects = getUnifiedEffects({ skillUpgrades, skillTiers, equippedInstances, equipmentInstances });
const maxMana = computeTotalMaxMana({ skills, prestigeUpgrades, skillUpgrades, skillTiers, equippedInstances, equipmentInstances }, upgradeEffects);
const baseRegen = computeTotalRegen({ skills, prestigeUpgrades, skillUpgrades, skillTiers, equippedInstances, equipmentInstances }, upgradeEffects);
const clickMana = computeTotalClickMana({ skills, skillUpgrades, skillTiers, equippedInstances, equipmentInstances }, upgradeEffects);
const meditationMultiplier = getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency);
const upgradeEffects = getUnifiedEffects({ skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances });
const maxMana = computeTotalMaxMana({ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
const baseRegen = computeTotalRegen({ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
const clickMana = computeTotalClickMana({ skills: {}, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
const meditationMultiplier = getMeditationBonus(meditateTicks, {}, upgradeEffects.meditationEfficiency);
const incursionStrength = getIncursionStrength(useGameStore((s) => s.day), useGameStore((s) => s.hour));
const effectiveRegen = baseRegen * (1 - incursionStrength) * meditationMultiplier;
@@ -84,7 +80,7 @@ export function LeftPanel() {
{/* 2. Spire Entry */}
{!spireMode && (
<DebugName name="ClimbSpireButton">
<Button className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-700 text-white" size="lg" onClick={enterSpireMode}>
<Button className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-600 text-white" size="lg" onClick={enterSpireMode}>
<Mountain className="w-5 h-5 mr-2" />
Climb the Spire
</Button>
@@ -98,7 +94,6 @@ export function LeftPanel() {
<CardContent className="pt-3">
<ActionButtons
currentAction={currentAction}
currentStudyTarget={currentStudyTarget as any}
designProgress={designProgress}
designProgress2={designProgress2}
preparationProgress={preparationProgress}
@@ -127,4 +122,4 @@ export function LeftPanel() {
</DebugName>
</div>
);
}
}