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
@@ -23,7 +23,6 @@ import {
removeEffectFromDesign,
} from './EnchantmentDesigner/utils';
import { useCraftingStore } from '@/lib/game/stores';
import { useSkillStore } from '@/lib/game/stores';
export function EnchantmentDesigner({
selectedEquipmentType,
@@ -44,15 +43,8 @@ export function EnchantmentDesigner({
const unlockedEffects = useCraftingStore((s) => s.unlockedEffects);
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
// Skill store selectors
const skills = useSkillStore((s) => s.skills);
const skillUpgrades = useSkillStore((s) => s.skillUpgrades);
const enchantingLevel = skills?.enchanting || 0;
const efficiencyBonus = (skillUpgrades?.['efficientEnchant'] || []).length * 0.05 || 0;
// Calculate total capacity cost for current design
const designCapacityCost = calculateDesignCapacityCost(selectedEffects, efficiencyBonus);
const designCapacityCost = calculateDesignCapacityCost(selectedEffects, 0);
// Get capacity limit for selected equipment type
const selectedEquipmentCapacity = getEquipmentCapacity(selectedEquipmentType);
@@ -62,7 +54,7 @@ export function EnchantmentDesigner({
// Add effect to design
const addEffect = (effectId: string) => {
addEffectToDesign(effectId, selectedEffects, efficiencyBonus, setSelectedEffects);
addEffectToDesign(effectId, selectedEffects, 0, setSelectedEffects);
};
// Remove effect from design
@@ -117,8 +109,8 @@ export function EnchantmentDesigner({
setSelectedEffects={setSelectedEffects}
availableEffects={availableEffects}
incompatibleEffects={incompatibleEffects}
enchantingLevel={enchantingLevel}
efficiencyBonus={efficiencyBonus}
enchantingLevel={0}
efficiencyBonus={0}
designProgress={designProgress}
addEffect={addEffect}
removeEffect={removeEffect}
@@ -14,7 +14,7 @@ import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import type { EquipmentInstance, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
import type { EquipmentSlot } from '@/lib/game/types';
import { fmt } from '@/lib/game/stores';
import { useGameStore, useCraftingStore, useManaStore, useSkillStore } from '@/lib/game/stores';
import { useGameStore, useCraftingStore, useManaStore } from '@/lib/game/stores';
import { useGameToast } from '@/components/game/GameToast';
export interface EnchantmentPreparerProps {
@@ -31,7 +31,6 @@ export function EnchantmentPreparer({
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
const preparationProgress = useCraftingStore((s) => s.preparationProgress);
const rawMana = useManaStore((s) => s.rawMana);
const skills = useSkillStore((s) => s.skills);
const startPreparing = useCraftingStore((s) => s.startPreparing);
const cancelPreparation = useCraftingStore((s) => s.cancelPreparation);