refactor: Major codebase refactoring for maintainability
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 3m4s
Store refactoring (2138 → 1651 lines, 23% reduction): - Extract computed-stats.ts with 18 utility functions - Extract navigation-slice.ts for floor navigation actions - Extract study-slice.ts for study-related actions - Move fmt/fmtDec to computed-stats, re-export from formatting Page refactoring (2554 → 1695 lines, 34% reduction): - Use existing SpireTab component instead of inline render - Extract ActionButtons component - Extract CalendarDisplay component - Extract CraftingProgress component - Extract StudyProgress component - Extract ManaDisplay component - Extract TimeDisplay component - Create tabs/index.ts for cleaner exports This improves code organization and makes the codebase more maintainable.
This commit is contained in:
397
src/lib/game/computed-stats.ts
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397
src/lib/game/computed-stats.ts
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// ─── Computed Stats and Utility Functions ───────────────────────────────────────
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// This module contains all computed stat functions and utility helpers
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// extracted from the main store for better organization
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import type { GameState, SpellCost, EquipmentInstance } from './types';
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import {
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GUARDIANS,
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SPELLS_DEF,
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FLOOR_ELEM_CYCLE,
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HOURS_PER_TICK,
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MAX_DAY,
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INCURSION_START_DAY,
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ELEMENT_OPPOSITES,
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} from './constants';
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import type { ComputedEffects } from './upgrade-effects';
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import { getUnifiedEffects, type UnifiedEffects } from './effects';
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import { EQUIPMENT_TYPES } from './data/equipment';
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import { ENCHANTMENT_EFFECTS } from './data/enchantment-effects';
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// ─── Default Effects Constant ───────────────────────────────────────────────────
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// Default empty effects for when effects aren't provided
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export const DEFAULT_EFFECTS: ComputedEffects = {
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maxManaMultiplier: 1,
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maxManaBonus: 0,
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regenMultiplier: 1,
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regenBonus: 0,
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clickManaMultiplier: 1,
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clickManaBonus: 0,
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meditationEfficiency: 1,
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spellCostMultiplier: 1,
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conversionEfficiency: 1,
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baseDamageMultiplier: 1,
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baseDamageBonus: 0,
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attackSpeedMultiplier: 1,
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critChanceBonus: 0,
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critDamageMultiplier: 1.5,
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elementalDamageMultiplier: 1,
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studySpeedMultiplier: 1,
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studyCostMultiplier: 1,
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progressRetention: 0,
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instantStudyChance: 0,
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freeStudyChance: 0,
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elementCapMultiplier: 1,
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elementCapBonus: 0,
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conversionCostMultiplier: 1,
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doubleCraftChance: 0,
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permanentRegenBonus: 0,
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specials: new Set(),
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activeUpgrades: [],
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};
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// ─── Number Formatting Functions ────────────────────────────────────────────────
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export function fmt(n: number): string {
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if (!isFinite(n) || isNaN(n)) return '0';
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if (n >= 1e9) return (n / 1e9).toFixed(2) + 'B';
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if (n >= 1e6) return (n / 1e6).toFixed(2) + 'M';
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if (n >= 1e3) return (n / 1e3).toFixed(1) + 'K';
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return Math.floor(n).toString();
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}
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export function fmtDec(n: number, d: number = 1): string {
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return isFinite(n) ? n.toFixed(d) : '0';
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}
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// ─── Floor Functions ────────────────────────────────────────────────────────────
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export function getFloorMaxHP(floor: number): number {
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if (GUARDIANS[floor]) return GUARDIANS[floor].hp;
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// Improved scaling: slower early game, faster late game
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const baseHP = 100;
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const floorScaling = floor * 50;
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const exponentialScaling = Math.pow(floor, 1.7);
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return Math.floor(baseHP + floorScaling + exponentialScaling);
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}
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export function getFloorElement(floor: number): string {
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return FLOOR_ELEM_CYCLE[(floor - 1) % 8];
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}
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// ─── Equipment Spell Helper ─────────────────────────────────────────────────────
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// Get all spells from equipped caster weapons (staves, wands, etc.)
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// Returns array of { spellId, equipmentInstanceId }
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export function getActiveEquipmentSpells(
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equippedInstances: Record<string, string | null>,
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equipmentInstances: Record<string, EquipmentInstance>
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): Array<{ spellId: string; equipmentId: string }> {
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const spells: Array<{ spellId: string; equipmentId: string }> = [];
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// Check main hand and off hand for caster equipment
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const weaponSlots = ['mainHand', 'offHand'] as const;
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for (const slot of weaponSlots) {
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const instanceId = equippedInstances[slot];
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if (!instanceId) continue;
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const instance = equipmentInstances[instanceId];
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if (!instance) continue;
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// Check if this is a caster-type equipment
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const equipType = EQUIPMENT_TYPES[instance.typeId];
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if (!equipType || equipType.category !== 'caster') continue;
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// Get spells from enchantments
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for (const ench of instance.enchantments) {
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const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
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if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
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spells.push({
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spellId: effectDef.effect.spellId,
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equipmentId: instanceId,
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});
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}
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}
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}
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return spells;
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}
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// ─── Skill Level Helper ─────────────────────────────────────────────────────────
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// Helper to get effective skill level accounting for tiers
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export function getEffectiveSkillLevel(
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skills: Record<string, number>,
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baseSkillId: string,
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skillTiers: Record<string, number> = {}
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): { level: number; tier: number; tierMultiplier: number } {
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// Find the highest tier the player has for this base skill
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const currentTier = skillTiers[baseSkillId] || 1;
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// Look for the tiered skill ID (e.g., manaFlow_t2)
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const tieredSkillId = currentTier > 1 ? `${baseSkillId}_t${currentTier}` : baseSkillId;
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const level = skills[tieredSkillId] || skills[baseSkillId] || 0;
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// Tier multiplier: each tier is 10x more powerful
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const tierMultiplier = Math.pow(10, currentTier - 1);
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return { level, tier: currentTier, tierMultiplier };
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}
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// ─── Computed Stat Functions ────────────────────────────────────────────────────
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export function computeMaxMana(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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const pu = state.prestigeUpgrades;
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const base =
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100 +
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(state.skills.manaWell || 0) * 100 +
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(pu.manaWell || 0) * 500;
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// If effects not provided, compute unified effects (includes equipment)
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if (!effects && state.equipmentInstances && state.equippedInstances) {
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effects = getUnifiedEffects(state as any);
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}
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// Apply effects if available (now includes equipment bonuses)
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if (effects) {
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return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
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}
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return base;
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}
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export function computeElementMax(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
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effects?: ComputedEffects
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): number {
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const pu = state.prestigeUpgrades;
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const base = 10 + (state.skills.elemAttune || 0) * 50 + (pu.elementalAttune || 0) * 25;
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// Apply upgrade effects if provided
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if (effects) {
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return Math.floor((base + effects.elementCapBonus) * effects.elementCapMultiplier);
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}
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return base;
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}
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export function computeRegen(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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const pu = state.prestigeUpgrades;
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const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
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const base =
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2 +
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(state.skills.manaFlow || 0) * 1 +
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(state.skills.manaSpring || 0) * 2 +
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(pu.manaFlow || 0) * 0.5;
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let regen = base * temporalBonus;
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// If effects not provided, compute unified effects (includes equipment)
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if (!effects && state.equipmentInstances && state.equippedInstances) {
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effects = getUnifiedEffects(state as any);
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}
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// Apply effects if available (now includes equipment bonuses)
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if (effects) {
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regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
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}
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return regen;
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}
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/**
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* Compute regen with dynamic special effects (needs current mana, max mana, incursion)
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*/
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export function computeEffectiveRegen(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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// Base regen from existing function
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let regen = computeRegen(state, effects);
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const maxMana = computeMaxMana(state, effects);
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const currentMana = state.rawMana;
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const incursionStrength = state.incursionStrength || 0;
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// Apply incursion penalty
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regen *= (1 - incursionStrength);
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return regen;
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}
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export function computeClickMana(
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state: Pick<GameState, 'skills' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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const base =
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1 +
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(state.skills.manaTap || 0) * 1 +
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(state.skills.manaSurge || 0) * 3;
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// If effects not provided, compute unified effects (includes equipment)
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if (!effects && state.equipmentInstances && state.equippedInstances) {
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effects = getUnifiedEffects(state as any);
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}
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// Apply effects if available (now includes equipment bonuses)
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if (effects) {
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return Math.floor((base + effects.clickManaBonus) * effects.clickManaMultiplier);
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}
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return base;
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}
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// ─── Damage Calculation Helpers ─────────────────────────────────────────────────
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// Elemental damage bonus: +50% if spell element opposes floor element (super effective)
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// -25% if spell element matches its own opposite (weak)
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export function getElementalBonus(spellElem: string, floorElem: string): number {
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if (spellElem === 'raw') return 1.0; // Raw mana has no elemental bonus
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if (spellElem === floorElem) return 1.25; // Same element: +25% damage
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// Check for super effective first: spell is the opposite of floor
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// e.g., casting water (opposite of fire) at fire floor = super effective
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if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective: +50% damage
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// Check for weak: spell's opposite matches floor
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// e.g., casting fire (whose opposite is water) at water floor = weak
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if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak: -25% damage
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return 1.0; // Neutral
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}
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export function calcDamage(
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state: Pick<GameState, 'skills' | 'signedPacts'>,
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spellId: string,
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floorElem?: string
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): number {
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const sp = SPELLS_DEF[spellId];
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if (!sp) return 5;
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const skills = state.skills;
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const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5;
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const pct = 1 + (skills.arcaneFury || 0) * 0.1;
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// Elemental mastery bonus
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const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15;
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// Guardian bane bonus
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const guardianBonus = floorElem && GUARDIANS[Object.values(GUARDIANS).find(g => g.element === floorElem)?.hp ? 0 : 0]
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? 1 + (skills.guardianBane || 0) * 0.2
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: 1;
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const critChance = (skills.precision || 0) * 0.05;
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const pactMult = state.signedPacts.reduce(
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(m, f) => m * (GUARDIANS[f]?.pact || 1),
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1
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);
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let damage = baseDmg * pct * pactMult * elemMasteryBonus;
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// Apply elemental bonus if floor element provided
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if (floorElem) {
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damage *= getElementalBonus(sp.elem, floorElem);
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}
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// Apply crit
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if (Math.random() < critChance) {
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damage *= 1.5;
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}
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return damage;
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}
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// ─── Insight Calculation ────────────────────────────────────────────────────────
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export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
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const pu = state.prestigeUpgrades;
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const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
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const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus;
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return Math.floor(
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(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150) * mult
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);
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}
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// ─── Meditation Bonus ───────────────────────────────────────────────────────────
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// Meditation bonus now affects regen rate directly
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export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
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const hasMeditation = skills.meditation === 1;
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const hasDeepTrance = skills.deepTrance === 1;
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const hasVoidMeditation = skills.voidMeditation === 1;
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const hours = meditateTicks * HOURS_PER_TICK;
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// Base meditation: ramps up over 4 hours to 1.5x
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let bonus = 1 + Math.min(hours / 4, 0.5);
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// With Meditation Focus: up to 2.5x after 4 hours
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if (hasMeditation && hours >= 4) {
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bonus = 2.5;
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}
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// With Deep Trance: up to 3.0x after 6 hours
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if (hasDeepTrance && hours >= 6) {
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bonus = 3.0;
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}
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// With Void Meditation: up to 5.0x after 8 hours
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if (hasVoidMeditation && hours >= 8) {
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bonus = 5.0;
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}
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// Apply meditation efficiency from upgrades (Deep Wellspring, etc.)
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bonus *= meditationEfficiency;
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return bonus;
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}
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// ─── Incursion Strength ─────────────────────────────────────────────────────────
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export function getIncursionStrength(day: number, hour: number): number {
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if (day < INCURSION_START_DAY) return 0;
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const totalHours = (day - INCURSION_START_DAY) * 24 + hour;
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const maxHours = (MAX_DAY - INCURSION_START_DAY) * 24;
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return Math.min(0.95, (totalHours / maxHours) * 0.95);
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}
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// ─── Spell Cost Helpers ─────────────────────────────────────────────────────────
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// Check if player can afford spell cost
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export function canAffordSpellCost(
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cost: SpellCost,
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>
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): boolean {
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if (cost.type === 'raw') {
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return rawMana >= cost.amount;
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} else {
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const elem = elements[cost.element || ''];
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return elem && elem.unlocked && elem.current >= cost.amount;
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}
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}
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// Deduct spell cost from appropriate mana pool
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export function deductSpellCost(
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cost: SpellCost,
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>
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): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
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const newElements = { ...elements };
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if (cost.type === 'raw') {
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return { rawMana: rawMana - cost.amount, elements: newElements };
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} else if (cost.element && newElements[cost.element]) {
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newElements[cost.element] = {
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...newElements[cost.element],
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current: newElements[cost.element].current - cost.amount
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};
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return { rawMana, elements: newElements };
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}
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return { rawMana, elements: newElements };
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}
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