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
+36 -68
View File
@@ -1,7 +1,6 @@
'use client';
import { useMemo, type ReactNode } from 'react';
import { useSkillStore } from '@/lib/game/stores/skillStore';
import { useManaStore } from '@/lib/game/stores/manaStore';
import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
import { useUIStore } from '@/lib/game/stores/uiStore';
@@ -9,7 +8,6 @@ import { useCombatStore } from '@/lib/game/stores/combatStore';
import { useGameStore } from '@/lib/game/stores/gameStore';
import { computeEffects } from '@/lib/game/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/special-effects';
import { getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
import {
computeMaxMana,
computeRegen,
@@ -32,7 +30,6 @@ import { GameContext } from './context-create';
function createUnifiedStore(
gameStore: ReturnType<typeof useGameStore.getState>,
skillState: ReturnType<typeof useSkillStore.getState>,
manaState: ReturnType<typeof useManaStore.getState>,
prestigeState: ReturnType<typeof usePrestigeStore.getState>,
uiState: ReturnType<typeof useUIStore.getState>,
@@ -49,7 +46,7 @@ function createUnifiedStore(
resetGame: gameStore.resetGame,
gatherMana: gameStore.gatherMana,
startNewLoop: gameStore.startNewLoop,
// From manaStore
rawMana: manaState.rawMana,
meditateTicks: manaState.meditateTicks,
@@ -61,25 +58,7 @@ function createUnifiedStore(
convertMana: manaState.convertMana,
unlockElement: manaState.unlockElement,
craftComposite: manaState.craftComposite,
// From skillStore
skills: skillState.skills,
skillProgress: skillState.skillProgress,
skillUpgrades: skillState.skillUpgrades,
skillTiers: skillState.skillTiers,
paidStudySkills: skillState.paidStudySkills,
currentStudyTarget: skillState.currentStudyTarget,
parallelStudyTarget: skillState.parallelStudyTarget,
setSkillLevel: skillState.setSkillLevel,
startStudyingSkill: skillState.startStudyingSkill,
startStudyingSpell: skillState.startStudyingSpell,
cancelStudy: skillState.cancelStudy,
selectSkillUpgrade: skillState.selectSkillUpgrade,
deselectSkillUpgrade: skillState.deselectSkillUpgrade,
commitSkillUpgrades: skillState.commitSkillUpgrades,
tierUpSkill: skillState.tierUpSkill,
getSkillUpgradeChoices: skillState.getSkillUpgradeChoices,
// From prestigeStore
loopCount: prestigeState.loopCount,
insight: prestigeState.insight,
@@ -101,7 +80,7 @@ function createUnifiedStore(
cancelPactRitual: prestigeState.cancelPactRitual,
removePact: prestigeState.removePact,
defeatGuardian: prestigeState.defeatGuardian,
// From combatStore
currentFloor: combatState.currentFloor,
floorHP: combatState.floorHP,
@@ -115,7 +94,7 @@ function createUnifiedStore(
setSpell: combatState.setSpell,
learnSpell: combatState.learnSpell,
advanceFloor: combatState.advanceFloor,
// From uiStore
log: uiState.logs,
paused: uiState.paused,
@@ -131,125 +110,114 @@ function createUnifiedStore(
export function GameProvider({ children }: { children: ReactNode }) {
// Get all individual stores
const gameStore = useGameStore();
const skillState = useSkillStore();
const manaState = useManaStore();
const prestigeState = usePrestigeStore();
const uiState = useUIStore();
const combatState = useCombatStore();
// Create unified store object for backward compatibility
const unifiedStore = useMemo(
() => createUnifiedStore(gameStore, skillState, manaState, prestigeState, uiState, combatState),
[gameStore, skillState, manaState, prestigeState, uiState, combatState]
() => createUnifiedStore(gameStore, manaState, prestigeState, uiState, combatState),
[gameStore, manaState, prestigeState, uiState, combatState]
);
// Computed effects from upgrades
const upgradeEffects = useMemo(
() => computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {}),
[skillState.skillUpgrades, skillState.skillTiers]
() => computeEffects({}, {}),
[]
);
// Create a minimal state object for compute functions
const stateForCompute = useMemo(() => ({
skills: skillState.skills,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skillUpgrades: skillState.skillUpgrades,
skillTiers: skillState.skillTiers,
signedPacts: prestigeState.signedPacts,
rawMana: manaState.rawMana,
meditateTicks: manaState.meditateTicks,
incursionStrength: gameStore.incursionStrength,
}), [skillState, prestigeState, manaState, gameStore.incursionStrength]);
}), [prestigeState, manaState, gameStore.incursionStrength]);
// Derived stats
const maxMana = useMemo(
() => computeMaxMana(stateForCompute, upgradeEffects),
[stateForCompute, upgradeEffects]
);
const baseRegen = useMemo(
() => computeRegen(stateForCompute, upgradeEffects),
[stateForCompute, upgradeEffects]
);
const clickMana = useMemo(() => computeClickMana(stateForCompute), [stateForCompute]);
// Floor element from combat store
const floorElem = useMemo(() => getFloorElement(combatState.currentFloor), [combatState.currentFloor]);
const floorElemDef = ELEMENTS[floorElem];
const isGuardianFloor = !!GUARDIANS[combatState.currentFloor];
const currentGuardian = GUARDIANS[combatState.currentFloor];
const activeSpellDef = SPELLS_DEF[combatState.activeSpell];
const meditationMultiplier = useMemo(
() => getMeditationBonus(manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency),
[manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency]
() => getMeditationBonus(manaState.meditateTicks, {}, upgradeEffects.meditationEfficiency),
[manaState.meditateTicks, upgradeEffects.meditationEfficiency]
);
const incursionStrength = useMemo(
() => getIncursionStrength(gameStore.day, gameStore.hour),
[gameStore.day, gameStore.hour]
);
const studySpeedMult = useMemo(
() => getStudySpeedMultiplier(skillState.skills),
[skillState.skills]
);
const studyCostMult = useMemo(
() => getStudyCostMultiplier(skillState.skills),
[skillState.skills]
);
const studySpeedMult = 1;
const studyCostMult = 1;
// Effective regen calculations
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
? Math.floor(maxMana / 100) * 0.1
: 0;
const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL)
? Math.floor(maxMana / 100) * 0.25
: 0;
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
// Has special flags for UI
const hasManaWaterfall = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL);
const hasFlowSurge = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.FLOW_SURGE);
const hasManaOverflow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_OVERFLOW);
const hasEternalFlow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.ETERNAL_FLOW);
// Active boons
const activeBoons = useMemo(
() => getBoonBonuses(prestigeState.signedPacts),
[prestigeState.signedPacts]
);
// DPS calculation - based on active spell, attack speed, and damage
const dps = useMemo(() => {
if (!activeSpellDef) return 0;
const baseDmg = calcDamage(
{ skills: skillState.skills, signedPacts: prestigeState.signedPacts },
{ signedPacts: prestigeState.signedPacts },
combatState.activeSpell,
floorElem
);
const dmgWithEffects = baseDmg * upgradeEffects.baseDamageMultiplier + upgradeEffects.baseDamageBonus;
const attackSpeed = (1 + (skillState.skills.quickCast || 0) * 0.05) * upgradeEffects.attackSpeedMultiplier;
const attackSpeed = (1 + 0 * 0.05) * upgradeEffects.attackSpeedMultiplier;
const castSpeed = activeSpellDef.castSpeed || 1;
return dmgWithEffects * attackSpeed * castSpeed;
}, [activeSpellDef, skillState.skills, prestigeState.signedPacts, floorElem, upgradeEffects, combatState.activeSpell]);
}, [activeSpellDef, prestigeState.signedPacts, floorElem, upgradeEffects, combatState.activeSpell]);
// Helper functions
const canCastSpell = (spellId: string): boolean => {
const spell = SPELLS_DEF[spellId];
if (!spell) return false;
return canAffordSpellCost(spell.cost, manaState.rawMana, manaState.elements);
};
const value: GameContextValue = {
store: unifiedStore,
skillStore: skillState,
manaStore: manaState,
prestigeStore: prestigeState,
uiStore: uiState,