refactor: Major codebase refactoring for maintainability
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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:
2026-03-26 12:00:30 +00:00
parent 1d2dce75cc
commit 2ca5d8b7f8
16 changed files with 1497 additions and 1527 deletions

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