This commit is contained in:
Z User
2026-03-25 15:05:12 +00:00
parent 5b6e50c0bd
commit 3b2e89db74
11 changed files with 580 additions and 111 deletions

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@@ -4,6 +4,7 @@ import { useEffect, useState } from 'react';
import { useGameStore, useGameLoop, fmt, fmtDec, getFloorElement, computeMaxMana, computeRegen, computeClickMana, calcDamage, getMeditationBonus, getIncursionStrength, canAffordSpellCost } from '@/lib/game/store';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, PRESTIGE_DEF, MAX_DAY, INCURSION_START_DAY, MANA_PER_ELEMENT, SKILL_CATEGORIES, getStudySpeedMultiplier, getStudyCostMultiplier, ELEMENT_OPPOSITES, HOURS_PER_TICK, TICK_MS } from '@/lib/game/constants';
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import { SKILL_EVOLUTION_PATHS, getUpgradesForSkillAtMilestone, getNextTierSkill, getTierMultiplier } from '@/lib/game/skill-evolution';
import { getUnifiedEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
import type { SkillUpgradeChoice } from '@/lib/game/types';
@@ -21,6 +22,38 @@ import { Sparkles, Swords, BookOpen, FlaskConical, Trophy, RotateCcw, Pause, Pla
import type { GameAction } from '@/lib/game/types';
import { CraftingTab } from '@/components/game/tabs/CraftingTab';
// Helper to get active spells from equipped caster weapons
function getActiveEquipmentSpells(
equippedInstances: Record<string, string | null>,
equipmentInstances: Record<string, { instanceId: string; typeId: string; enchantments: Array<{ effectId: string }> }>
): Array<{ spellId: string; equipmentId: string }> {
const spells: Array<{ spellId: string; equipmentId: string }> = [];
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;
const equipType = EQUIPMENT_TYPES[instance.typeId];
if (!equipType || equipType.category !== 'caster') continue;
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;
}
// Element icon mapping
const ELEMENT_ICONS: Record<string, typeof Flame> = {
fire: Flame,
@@ -157,29 +190,33 @@ export default function ManaLoopGame() {
const damageBreakdown = getDamageBreakdown();
// Compute DPS based on cast speed
const getDPS = () => {
const spell = SPELLS_DEF[store.activeSpell];
if (!spell) return 0;
const spellCastSpeed = spell.castSpeed || 1;
// Get all active spells from equipment
const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
// Compute DPS based on cast speed for ALL active spells
const getTotalDPS = () => {
const quickCastBonus = 1 + (store.skills.quickCast || 0) * 0.05;
const attackSpeedMult = upgradeEffects.attackSpeedMultiplier;
const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult;
const castsPerSecondMult = HOURS_PER_TICK / (TICK_MS / 1000);
// Damage per cast
const damagePerCast = calcDamage(store, store.activeSpell, floorElem);
let totalDPS = 0;
// Casts per second = castSpeed / hours per second
// HOURS_PER_TICK = 0.04 hours per tick, TICK_MS = 200ms
// So castSpeed casts/hour * 0.04 hours/tick = casts per tick
// casts per tick / 0.2 seconds per tick = casts per second
const castsPerSecond = totalCastSpeed * HOURS_PER_TICK / (TICK_MS / 1000);
for (const { spellId } of activeEquipmentSpells) {
const spell = SPELLS_DEF[spellId];
if (!spell) continue;
const spellCastSpeed = spell.castSpeed || 1;
const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult;
const damagePerCast = calcDamage(store, spellId, floorElem);
const castsPerSecond = totalCastSpeed * castsPerSecondMult;
totalDPS += damagePerCast * castsPerSecond;
}
return damagePerCast * castsPerSecond;
return totalDPS;
};
const dps = getDPS();
const totalDPS = getTotalDPS();
// Effective regen (with meditation, incursion, cascade)
// Note: baseRegen already includes upgradeEffects multipliers and bonuses
@@ -516,7 +553,7 @@ export default function ManaLoopGame() {
</div>
<div className="flex justify-between text-xs text-gray-400 game-mono">
<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
<span>DPS: {store.currentAction === 'climb' && canCastSpell(store.activeSpell) ? fmtDec(dps) : '—'}</span>
<span>DPS: {store.currentAction === 'climb' && activeEquipmentSpells.length > 0 ? fmtDec(totalDPS) : '—'}</span>
</div>
</div>
@@ -529,62 +566,74 @@ export default function ManaLoopGame() {
</CardContent>
</Card>
{/* Active Spell Card */}
{/* Active Spells Card - Shows all spells from equipped weapons */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Active Spell</CardTitle>
<CardTitle className="text-amber-400 game-panel-title text-xs">
Active Spells ({activeEquipmentSpells.length})
</CardTitle>
</CardHeader>
<CardContent className="space-y-3">
{activeSpellDef ? (
<>
<div className="text-lg font-semibold game-panel-title" style={{ color: activeSpellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[activeSpellDef.elem]?.color }}>
{activeSpellDef.name}
{activeSpellDef.tier === 0 && <Badge className="ml-2 bg-gray-600 text-gray-200">Basic</Badge>}
{activeSpellDef.tier >= 4 && <Badge className="ml-2 bg-amber-600 text-amber-100">Legendary</Badge>}
</div>
<div className="text-sm text-gray-400 game-mono">
{fmt(calcDamage(store, store.activeSpell))} dmg
<span style={{ color: getSpellCostColor(activeSpellDef.cost) }}>
{' '}{formatSpellCost(activeSpellDef.cost)}
</span>
{' '} {(activeSpellDef.castSpeed || 1).toFixed(1)} casts/hr
</div>
{/* Cast progress bar when climbing */}
{store.currentAction === 'climb' && (
<div className="space-y-1">
<div className="flex justify-between text-xs text-gray-400">
<span>Cast Progress</span>
<span>{((store.castProgress || 0) * 100).toFixed(0)}%</span>
{activeEquipmentSpells.length > 0 ? (
<div className="space-y-3">
{activeEquipmentSpells.map(({ spellId, equipmentId }) => {
const spellDef = SPELLS_DEF[spellId];
if (!spellDef) return null;
const spellState = store.equipmentSpellStates?.find(
s => s.spellId === spellId && s.sourceEquipment === equipmentId
);
const progress = spellState?.castProgress || 0;
const canCast = canAffordSpellCost(spellDef.cost, store.rawMana, store.elements);
return (
<div key={`${spellId}-${equipmentId}`} className="p-2 rounded border border-gray-700 bg-gray-800/30">
<div className="flex items-center justify-between mb-1">
<div className="text-sm font-semibold game-panel-title" style={{ color: spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color }}>
{spellDef.name}
{spellDef.tier === 0 && <Badge className="ml-2 bg-gray-600 text-gray-200 text-xs">Basic</Badge>}
{spellDef.tier >= 4 && <Badge className="ml-2 bg-amber-600 text-amber-100 text-xs">Legendary</Badge>}
</div>
<span className={`text-xs ${canCast ? 'text-green-400' : 'text-red-400'}`}>
{canCast ? '✓' : '✗'}
</span>
</div>
<div className="text-xs text-gray-400 game-mono mb-1">
{fmt(calcDamage(store, spellId, floorElem))} dmg
<span style={{ color: getSpellCostColor(spellDef.cost) }}>
{' '}{formatSpellCost(spellDef.cost)}
</span>
{' '} {(spellDef.castSpeed || 1).toFixed(1)}/hr
</div>
{/* Cast progress bar when climbing */}
{store.currentAction === 'climb' && (
<div className="space-y-0.5">
<div className="flex justify-between text-xs text-gray-500">
<span>Cast</span>
<span>{(progress * 100).toFixed(0)}%</span>
</div>
<Progress value={Math.min(100, progress * 100)} className="h-1.5 bg-gray-700" />
</div>
)}
{spellDef.effects && spellDef.effects.length > 0 && (
<div className="flex gap-1 flex-wrap mt-1">
{spellDef.effects.map((eff, i) => (
<Badge key={i} variant="outline" className="text-xs py-0">
{eff.type === 'lifesteal' && `🩸 ${Math.round(eff.value * 100)}%`}
{eff.type === 'burn' && `🔥 Burn`}
{eff.type === 'freeze' && `❄️ Freeze`}
</Badge>
))}
</div>
)}
</div>
<Progress value={Math.min(100, (store.castProgress || 0) * 100)} className="h-2 bg-gray-800" />
</div>
)}
{activeSpellDef.desc && (
<div className="text-xs text-gray-500 italic">{activeSpellDef.desc}</div>
)}
{activeSpellDef.effects && activeSpellDef.effects.length > 0 && (
<div className="flex gap-1 flex-wrap">
{activeSpellDef.effects.map((eff, i) => (
<Badge key={i} variant="outline" className="text-xs">
{eff.type === 'lifesteal' && `🩸 ${Math.round(eff.value * 100)}% lifesteal`}
{eff.type === 'burn' && `🔥 Burn`}
{eff.type === 'freeze' && `❄️ Freeze`}
</Badge>
))}
</div>
)}
</>
) : (
<div className="text-gray-500">No spell selected</div>
)}
{/* Can cast indicator */}
{activeSpellDef && (
<div className={`text-xs ${canCastSpell(store.activeSpell) ? 'text-green-400' : 'text-red-400'}`}>
{canCastSpell(store.activeSpell) ? '✓ Can cast' : '✗ Insufficient mana'}
);
})}
</div>
) : (
<div className="text-gray-500 text-sm">No spells on equipped weapons. Enchant a staff with spell effects.</div>
)}
{incursionStrength > 0 && (
@@ -1444,10 +1493,6 @@ export default function ManaLoopGame() {
})()}
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Deep Reservoir Bonus:</span>
<span className="text-blue-300">+{fmt((store.skills.deepReservoir || 0) * 500)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Prestige Mana Well:</span>
<span className="text-blue-300">+{fmt((store.prestigeUpgrades.manaWell || 0) * 500)}</span>