fix: migrate equipment and enchantment state to modular stores, fix EnchantmentDesigner
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@@ -4,7 +4,22 @@
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import { create } from 'zustand';
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import { persist } from 'zustand/middleware';
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import type { DesignProgress, PreparationProgress, ApplicationProgress, EquipmentCraftingProgress } from '../types';
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import type { DesignProgress, PreparationProgress, ApplicationProgress, EquipmentCraftingProgress, EnchantmentDesign, EquipmentInstance, DesignEffect } from '../types';
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// Import crafting modules for action logic
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import * as CraftingUtils from '../crafting-utils';
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import * as CraftingDesign from '../crafting-design';
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import { computeEffects } from '../upgrade-effects';
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import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects';
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// Import other stores to access required state
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import { useSkillStore } from './skillStore';
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import { useGameStore } from './gameStore';
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// Import action modules
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import * as ApplicationActions from '../crafting-actions/application-actions';
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import * as CraftingApply from '../crafting-apply';
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import * as PreparationActions from '../crafting-actions/preparation-actions';
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export interface CraftingState {
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// Crafting progress
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@@ -13,6 +28,15 @@ export interface CraftingState {
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preparationProgress: PreparationProgress | null;
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applicationProgress: ApplicationProgress | null;
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equipmentCraftingProgress: EquipmentCraftingProgress | null;
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// Enchantment designs
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enchantmentDesigns: EnchantmentDesign[];
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// Unlocked enchantment effects
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unlockedEffects: string[];
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// Equipment instances (instanceId -> instance)
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equipmentInstances: Record<string, EquipmentInstance>;
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// Equipped instances (slot -> instanceId or null)
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equippedInstances: Record<string, string | null>;
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}
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export interface CraftingActions {
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@@ -28,19 +52,39 @@ export interface CraftingActions {
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// Actions for equipment crafting progress
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setEquipmentCraftingProgress: (progress: EquipmentCraftingProgress | null) => void;
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// Enchantment design actions
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startDesigningEnchantment: (name: string, equipmentTypeId: string, effects: DesignEffect[]) => boolean;
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cancelDesign: () => void;
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saveDesign: (design: EnchantmentDesign) => void;
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deleteDesign: (designId: string) => void;
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// Enchantment application actions
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startApplying: (equipmentInstanceId: string, designId: string) => boolean;
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pauseApplication: () => void;
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resumeApplication: () => void;
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cancelApplication: () => void;
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// Enchantment preparation actions
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startPreparing: (equipmentInstanceId: string) => boolean;
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cancelPreparation: () => void;
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}
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export type CraftingStore = CraftingState & CraftingActions;
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export const useCraftingStore = create<CraftingStore>()(
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persist(
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(set) => ({
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(set, get) => ({
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// Initial state
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designProgress: null,
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designProgress2: null,
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preparationProgress: null,
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applicationProgress: null,
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equipmentCraftingProgress: null,
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enchantmentDesigns: [],
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unlockedEffects: [],
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equipmentInstances: {},
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equippedInstances: {},
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// Actions
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setDesignProgress: (progress) => set({ designProgress: progress }),
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@@ -48,6 +92,135 @@ export const useCraftingStore = create<CraftingStore>()(
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setPreparationProgress: (progress) => set({ preparationProgress: progress }),
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setApplicationProgress: (progress) => set({ applicationProgress: progress }),
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setEquipmentCraftingProgress: (progress) => set({ equipmentCraftingProgress: progress }),
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// Enchantment design actions
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startDesigningEnchantment: (name, equipmentTypeId, effects) => {
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// Get state from other stores
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const skillState = useSkillStore.getState();
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const state = get(); // crafting state
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const enchantingLevel = skillState.skills?.enchanting || 0;
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const validation = CraftingDesign.validateDesignEffects(effects, equipmentTypeId, enchantingLevel);
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if (!validation.valid) return false;
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const equipType = CraftingUtils.getEquipmentType(equipmentTypeId);
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if (!equipType) return false;
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const efficiencyBonus = (skillState.skillUpgrades?.['efficientEnchant'] || []).length * 0.05 || 0;
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const totalCapacityCost = CraftingDesign.calculateDesignCapacityCost(effects, efficiencyBonus);
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if (totalCapacityCost > equipType.baseCapacity) return false;
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const computedEffects = computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {});
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const hasEnchantMastery = hasSpecial(computedEffects, SPECIAL_EFFECTS.ENCHANT_MASTERY);
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let updates: Partial<CraftingState> = {};
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if (!state.designProgress) {
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updates = {
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designProgress: {
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designId: CraftingUtils.generateDesignId(),
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progress: 0,
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required: CraftingDesign.calculateDesignTime(effects),
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name,
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equipmentType: equipmentTypeId,
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effects,
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},
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};
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// Update currentAction in gameStore
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useGameStore.setState({ currentAction: 'design' });
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} else if (hasEnchantMastery && !state.designProgress2) {
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updates = {
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designProgress2: {
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designId: CraftingUtils.generateDesignId(),
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progress: 0,
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required: CraftingDesign.calculateDesignTime(effects),
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name,
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equipmentType: equipmentTypeId,
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effects,
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},
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};
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} else {
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return false;
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}
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set(updates);
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return true;
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},
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cancelDesign: () => {
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const state = get();
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if (state.designProgress2 && !state.designProgress) {
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set({ designProgress2: null });
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} else {
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set({ designProgress: null });
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useGameStore.setState({ currentAction: 'meditate' });
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}
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},
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deleteDesign: (designId) => {
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set((state) => ({
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enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== designId),
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}));
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},
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// Enchantment design save
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saveDesign: (design) => {
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const state = get();
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if (state.designProgress2 && state.designProgress2.designId === design.id) {
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set((s) => ({
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enchantmentDesigns: [...s.enchantmentDesigns, design],
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designProgress2: null,
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}));
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} else {
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set((s) => ({
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enchantmentDesigns: [...s.enchantmentDesigns, design],
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designProgress: null,
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currentAction: 'meditate' as const,
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}));
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}
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},
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// Enchantment application actions
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startApplying: (equipmentInstanceId, designId) => {
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return ApplicationActions.startApplying(
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equipmentInstanceId,
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designId,
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get,
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set
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);
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},
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pauseApplication: () => {
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ApplicationActions.pauseApplication(get, set);
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},
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resumeApplication: () => {
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ApplicationActions.resumeApplication(get, set);
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},
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cancelApplication: () => {
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ApplicationActions.cancelApplication(set);
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useGameStore.setState({ currentAction: 'meditate' });
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},
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// Preparation actions
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startPreparing: (equipmentInstanceId) => {
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// Get rawMana from manaStore
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const rawMana = useManaStore.getState().rawMana;
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// Temporary state to pass to preparation action
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const tempState = { ...get(), rawMana } as any;
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return PreparationActions.startPreparing(
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equipmentInstanceId,
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() => tempState,
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set
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);
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},
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cancelPreparation: () => {
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PreparationActions.cancelPreparation(set);
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useGameStore.setState({ currentAction: 'meditate' });
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},
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}),
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{
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name: 'mana-loop-crafting',
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@@ -57,6 +230,10 @@ export const useCraftingStore = create<CraftingStore>()(
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preparationProgress: state.preparationProgress,
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applicationProgress: state.applicationProgress,
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equipmentCraftingProgress: state.equipmentCraftingProgress,
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enchantmentDesigns: state.enchantmentDesigns,
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unlockedEffects: state.unlockedEffects,
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equipmentInstances: state.equipmentInstances,
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equippedInstances: state.equippedInstances,
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}),
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}
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)
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