cleanup: delete computed-stats.ts shim and store/index.ts
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 57s
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:
@@ -1,7 +1,6 @@
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'use client';
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import { useMemo, type ReactNode } from 'react';
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import { useSkillStore } from '@/lib/game/stores/skillStore';
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import { useManaStore } from '@/lib/game/stores/manaStore';
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import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
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import { useUIStore } from '@/lib/game/stores/uiStore';
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@@ -9,7 +8,6 @@ import { useCombatStore } from '@/lib/game/stores/combatStore';
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import { useGameStore } from '@/lib/game/stores/gameStore';
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import { computeEffects } from '@/lib/game/upgrade-effects';
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import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/special-effects';
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import { getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
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import {
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computeMaxMana,
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computeRegen,
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@@ -32,7 +30,6 @@ import { GameContext } from './context-create';
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function createUnifiedStore(
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gameStore: ReturnType<typeof useGameStore.getState>,
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skillState: ReturnType<typeof useSkillStore.getState>,
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manaState: ReturnType<typeof useManaStore.getState>,
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prestigeState: ReturnType<typeof usePrestigeStore.getState>,
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uiState: ReturnType<typeof useUIStore.getState>,
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@@ -49,7 +46,7 @@ function createUnifiedStore(
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resetGame: gameStore.resetGame,
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gatherMana: gameStore.gatherMana,
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startNewLoop: gameStore.startNewLoop,
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// From manaStore
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rawMana: manaState.rawMana,
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meditateTicks: manaState.meditateTicks,
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@@ -61,25 +58,7 @@ function createUnifiedStore(
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convertMana: manaState.convertMana,
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unlockElement: manaState.unlockElement,
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craftComposite: manaState.craftComposite,
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// From skillStore
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skills: skillState.skills,
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skillProgress: skillState.skillProgress,
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skillUpgrades: skillState.skillUpgrades,
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skillTiers: skillState.skillTiers,
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paidStudySkills: skillState.paidStudySkills,
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currentStudyTarget: skillState.currentStudyTarget,
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parallelStudyTarget: skillState.parallelStudyTarget,
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setSkillLevel: skillState.setSkillLevel,
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startStudyingSkill: skillState.startStudyingSkill,
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startStudyingSpell: skillState.startStudyingSpell,
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cancelStudy: skillState.cancelStudy,
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selectSkillUpgrade: skillState.selectSkillUpgrade,
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deselectSkillUpgrade: skillState.deselectSkillUpgrade,
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commitSkillUpgrades: skillState.commitSkillUpgrades,
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tierUpSkill: skillState.tierUpSkill,
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getSkillUpgradeChoices: skillState.getSkillUpgradeChoices,
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// From prestigeStore
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loopCount: prestigeState.loopCount,
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insight: prestigeState.insight,
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@@ -101,7 +80,7 @@ function createUnifiedStore(
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cancelPactRitual: prestigeState.cancelPactRitual,
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removePact: prestigeState.removePact,
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defeatGuardian: prestigeState.defeatGuardian,
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// From combatStore
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currentFloor: combatState.currentFloor,
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floorHP: combatState.floorHP,
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@@ -115,7 +94,7 @@ function createUnifiedStore(
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setSpell: combatState.setSpell,
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learnSpell: combatState.learnSpell,
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advanceFloor: combatState.advanceFloor,
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// From uiStore
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log: uiState.logs,
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paused: uiState.paused,
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@@ -131,125 +110,114 @@ function createUnifiedStore(
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export function GameProvider({ children }: { children: ReactNode }) {
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// Get all individual stores
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const gameStore = useGameStore();
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const skillState = useSkillStore();
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const manaState = useManaStore();
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const prestigeState = usePrestigeStore();
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const uiState = useUIStore();
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const combatState = useCombatStore();
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// Create unified store object for backward compatibility
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const unifiedStore = useMemo(
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() => createUnifiedStore(gameStore, skillState, manaState, prestigeState, uiState, combatState),
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[gameStore, skillState, manaState, prestigeState, uiState, combatState]
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() => createUnifiedStore(gameStore, manaState, prestigeState, uiState, combatState),
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[gameStore, manaState, prestigeState, uiState, combatState]
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);
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// Computed effects from upgrades
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const upgradeEffects = useMemo(
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() => computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {}),
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[skillState.skillUpgrades, skillState.skillTiers]
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() => computeEffects({}, {}),
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[]
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);
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// Create a minimal state object for compute functions
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const stateForCompute = useMemo(() => ({
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skills: skillState.skills,
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prestigeUpgrades: prestigeState.prestigeUpgrades,
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skillUpgrades: skillState.skillUpgrades,
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skillTiers: skillState.skillTiers,
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signedPacts: prestigeState.signedPacts,
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rawMana: manaState.rawMana,
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meditateTicks: manaState.meditateTicks,
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incursionStrength: gameStore.incursionStrength,
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}), [skillState, prestigeState, manaState, gameStore.incursionStrength]);
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}), [prestigeState, manaState, gameStore.incursionStrength]);
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// Derived stats
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const maxMana = useMemo(
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() => computeMaxMana(stateForCompute, upgradeEffects),
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[stateForCompute, upgradeEffects]
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);
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const baseRegen = useMemo(
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() => computeRegen(stateForCompute, upgradeEffects),
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[stateForCompute, upgradeEffects]
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);
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const clickMana = useMemo(() => computeClickMana(stateForCompute), [stateForCompute]);
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// Floor element from combat store
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const floorElem = useMemo(() => getFloorElement(combatState.currentFloor), [combatState.currentFloor]);
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const floorElemDef = ELEMENTS[floorElem];
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const isGuardianFloor = !!GUARDIANS[combatState.currentFloor];
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const currentGuardian = GUARDIANS[combatState.currentFloor];
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const activeSpellDef = SPELLS_DEF[combatState.activeSpell];
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const meditationMultiplier = useMemo(
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() => getMeditationBonus(manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency),
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[manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency]
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() => getMeditationBonus(manaState.meditateTicks, {}, upgradeEffects.meditationEfficiency),
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[manaState.meditateTicks, upgradeEffects.meditationEfficiency]
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);
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const incursionStrength = useMemo(
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() => getIncursionStrength(gameStore.day, gameStore.hour),
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[gameStore.day, gameStore.hour]
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);
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const studySpeedMult = useMemo(
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() => getStudySpeedMultiplier(skillState.skills),
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[skillState.skills]
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);
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const studyCostMult = useMemo(
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() => getStudyCostMultiplier(skillState.skills),
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[skillState.skills]
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);
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const studySpeedMult = 1;
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const studyCostMult = 1;
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// Effective regen calculations
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const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
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const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
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? Math.floor(maxMana / 100) * 0.1
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: 0;
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const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL)
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? Math.floor(maxMana / 100) * 0.25
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: 0;
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const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
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// Has special flags for UI
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const hasManaWaterfall = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL);
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const hasFlowSurge = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.FLOW_SURGE);
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const hasManaOverflow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_OVERFLOW);
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const hasEternalFlow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.ETERNAL_FLOW);
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// Active boons
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const activeBoons = useMemo(
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() => getBoonBonuses(prestigeState.signedPacts),
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[prestigeState.signedPacts]
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);
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// DPS calculation - based on active spell, attack speed, and damage
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const dps = useMemo(() => {
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if (!activeSpellDef) return 0;
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const baseDmg = calcDamage(
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{ skills: skillState.skills, signedPacts: prestigeState.signedPacts },
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{ signedPacts: prestigeState.signedPacts },
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combatState.activeSpell,
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floorElem
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);
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const dmgWithEffects = baseDmg * upgradeEffects.baseDamageMultiplier + upgradeEffects.baseDamageBonus;
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const attackSpeed = (1 + (skillState.skills.quickCast || 0) * 0.05) * upgradeEffects.attackSpeedMultiplier;
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const attackSpeed = (1 + 0 * 0.05) * upgradeEffects.attackSpeedMultiplier;
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const castSpeed = activeSpellDef.castSpeed || 1;
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return dmgWithEffects * attackSpeed * castSpeed;
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}, [activeSpellDef, skillState.skills, prestigeState.signedPacts, floorElem, upgradeEffects, combatState.activeSpell]);
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}, [activeSpellDef, prestigeState.signedPacts, floorElem, upgradeEffects, combatState.activeSpell]);
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// Helper functions
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const canCastSpell = (spellId: string): boolean => {
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const spell = SPELLS_DEF[spellId];
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if (!spell) return false;
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return canAffordSpellCost(spell.cost, manaState.rawMana, manaState.elements);
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};
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const value: GameContextValue = {
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store: unifiedStore,
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skillStore: skillState,
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manaStore: manaState,
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prestigeStore: prestigeState,
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uiStore: uiState,
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