fix: migrate equipment and enchantment state to modular stores, fix EnchantmentDesigner
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@@ -22,7 +22,8 @@ import {
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addEffectToDesign,
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removeEffectFromDesign,
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} from './EnchantmentDesigner/utils';
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import { useGameStore } from '@/lib/game/stores';
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import { useCraftingStore } from '@/lib/game/stores';
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import { useSkillStore } from '@/lib/game/stores';
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export function EnchantmentDesigner({
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selectedEquipmentType,
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@@ -34,16 +35,21 @@ export function EnchantmentDesigner({
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selectedDesign,
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setSelectedDesign,
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}: EnchantmentDesignerProps) {
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const enchantmentDesigns = useGameStore((s) => s.enchantmentDesigns);
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const designProgress = useGameStore((s) => s.designProgress);
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const startDesigningEnchantment = useGameStore((s) => s.startDesigningEnchantment);
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const cancelDesign = useGameStore((s) => s.cancelDesign);
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const deleteDesign = useGameStore((s) => s.deleteDesign);
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const unlockedEffects = useGameStore((s) => s.unlockedEffects);
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const skills = useGameStore((s) => s.skills);
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// Crafting store selectors
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const enchantmentDesigns = useCraftingStore((s) => s.enchantmentDesigns);
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const designProgress = useCraftingStore((s) => s.designProgress);
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const startDesigningEnchantment = useCraftingStore((s) => s.startDesigningEnchantment);
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const cancelDesign = useCraftingStore((s) => s.cancelDesign);
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const deleteDesign = useCraftingStore((s) => s.deleteDesign);
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const unlockedEffects = useCraftingStore((s) => s.unlockedEffects);
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const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
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const enchantingLevel = skills.enchanting || 0;
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const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
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// Skill store selectors
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const skills = useSkillStore((s) => s.skills);
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const skillUpgrades = useSkillStore((s) => s.skillUpgrades);
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const enchantingLevel = skills?.enchanting || 0;
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const efficiencyBonus = (skillUpgrades?.['efficientEnchant'] || []).length * 0.05 || 0;
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// Calculate total capacity cost for current design
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const designCapacityCost = calculateDesignCapacityCost(selectedEffects, efficiencyBonus);
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@@ -84,7 +90,7 @@ export function EnchantmentDesigner({
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const incompatibleEffects = getIncompatibleEffects(selectedEquipmentType, unlockedEffects);
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// Get equipment types that the player actually owns (has instances of)
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const ownedEquipmentTypes = getOwnedEquipmentTypes(useGameStore.getState());
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const ownedEquipmentTypes = getOwnedEquipmentTypes(equipmentInstances);
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// Get the reason why an effect is incompatible
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const getIncompatibilityReasonWrapper = (effect: { id: string; name: string; description: string; allowedEquipmentCategories: any[] }) => {
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