docs: Add README.md, update AGENTS.md, audit report, and massive refactoring
Documentation: - Add comprehensive README.md with project overview - Update AGENTS.md with new file structure and slice pattern - Add AUDIT_REPORT.md documenting unimplemented effects Refactoring (page.tsx: 1695 → 434 lines, 74% reduction): - Extract SkillsTab.tsx component - Extract StatsTab.tsx component - Extract UpgradeDialog.tsx component - Move getDamageBreakdown and getTotalDPS to computed-stats.ts - Move ELEMENT_ICON_NAMES to constants.ts All lint checks pass, functionality preserved.
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@@ -11,6 +11,8 @@ import {
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MAX_DAY,
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INCURSION_START_DAY,
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ELEMENT_OPPOSITES,
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ELEMENTS,
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TICK_MS,
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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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@@ -395,3 +397,95 @@ export function deductSpellCost(
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return { rawMana, elements: newElements };
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}
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// ─── Damage Breakdown Helper ───────────────────────────────────────────────────
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export interface DamageBreakdown {
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base: number;
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combatTrainBonus: number;
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arcaneFuryMult: number;
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elemMasteryMult: number;
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guardianBaneMult: number;
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pactMult: number;
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precisionChance: number;
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elemBonus: number;
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elemBonusText: string;
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total: number;
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}
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export function getDamageBreakdown(
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state: Pick<GameState, 'skills' | 'signedPacts'>,
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activeSpellId: string,
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floorElem: string,
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isGuardianFloor: boolean
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): DamageBreakdown | null {
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const spell = SPELLS_DEF[activeSpellId];
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if (!spell) return null;
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const baseDmg = spell.dmg;
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const combatTrainBonus = (state.skills.combatTrain || 0) * 5;
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const arcaneFuryMult = 1 + (state.skills.arcaneFury || 0) * 0.1;
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const elemMasteryMult = 1 + (state.skills.elementalMastery || 0) * 0.15;
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const guardianBaneMult = isGuardianFloor ? (1 + (state.skills.guardianBane || 0) * 0.2) : 1;
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const pactMult = state.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1);
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const precisionChance = (state.skills.precision || 0) * 0.05;
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// Elemental bonus
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let elemBonus = 1.0;
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let elemBonusText = '';
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if (spell.elem !== 'raw' && floorElem) {
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if (spell.elem === floorElem) {
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elemBonus = 1.25;
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elemBonusText = '+25% same element';
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} else if (ELEMENTS[spell.elem] && ELEMENT_OPPOSITES[floorElem] === spell.elem) {
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elemBonus = 1.5;
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elemBonusText = '+50% super effective';
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}
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}
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return {
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base: baseDmg,
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combatTrainBonus,
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arcaneFuryMult,
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elemMasteryMult,
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guardianBaneMult,
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pactMult,
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precisionChance,
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elemBonus,
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elemBonusText,
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total: calcDamage(state, activeSpellId, floorElem)
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};
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}
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// ─── Total DPS Calculation ─────────────────────────────────────────────────────
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export function getTotalDPS(
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state: Pick<GameState, 'skills' | 'signedPacts' | 'equippedInstances' | 'equipmentInstances'>,
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upgradeEffects: { attackSpeedMultiplier: number },
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floorElem: string
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): number {
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const quickCastBonus = 1 + (state.skills.quickCast || 0) * 0.05;
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const attackSpeedMult = upgradeEffects.attackSpeedMultiplier;
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const castsPerSecondMult = HOURS_PER_TICK / (TICK_MS / 1000);
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const activeEquipmentSpells = getActiveEquipmentSpells(
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state.equippedInstances,
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state.equipmentInstances
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);
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let totalDPS = 0;
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for (const { spellId } of activeEquipmentSpells) {
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const spell = SPELLS_DEF[spellId];
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if (!spell) continue;
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const spellCastSpeed = spell.castSpeed || 1;
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const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult;
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const damagePerCast = calcDamage(state, spellId, floorElem);
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const castsPerSecond = totalCastSpeed * castsPerSecondMult;
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totalDPS += damagePerCast * castsPerSecond;
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}
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return totalDPS;
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}
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