fix: 6 priority-3 bug fixes with regression tests
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m24s
- Issue 83: Mana Tide pulse factor now ranges 0.5x-1.5x (was 0.5x-1.0x) - Issue 82: SteadyStream no longer returns early like EternalFlow; only skips incursion penalty - Issue 81: Prestige store partialize now includes defeatedGuardians, signedPacts, signedPactDetails, pactRitualFloor, pactRitualProgress, loopInsight, pactSlots - Issue 80: Combat store partialize now includes floorHP, floorMaxHP, castProgress, spireMode, clearedFloors, golemancy, equipmentSpellStates, activityLog, achievements - Issue 78: cancelDesign now always cancels designProgress first, then designProgress2 - Issue 79: startDesigningEnchantment now uses designProgress2 when designProgress is occupied Added 13 regression tests in src/lib/game/__tests__/regression-fixes.test.ts Refactored craftingStore types to craftingStore.types.ts to stay under 400-line limit
This commit is contained in:
@@ -0,0 +1,278 @@
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import { describe, it, expect, vi } from 'vitest';
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import { computeDynamicRegen } from '../effects/dynamic-compute';
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import { SPECIAL_EFFECTS, hasSpecial } from '../effects/special-effects';
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import type { ComputedEffects } from '../effects/upgrade-effects.types';
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// ─── Helpers ─────────────────────────────────────────────────────────────────
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function makeEffects(overrides: Partial<ComputedEffects> & { specials?: Set<string> } = {}): ComputedEffects {
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return {
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maxManaBonus: 0,
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maxManaMultiplier: 1,
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regenBonus: 0,
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regenMultiplier: 1,
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clickManaBonus: 0,
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clickManaMultiplier: 1,
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baseDamageBonus: 0,
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baseDamageMultiplier: 1,
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permanentRegenBonus: 0,
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specials: new Set(),
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...overrides,
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} as ComputedEffects;
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}
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// ─── Issue 83: Mana Tide pulse factor ─────────────────────────────────────────
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describe('Issue 83 — Mana Tide pulse factor', () => {
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it('should range from 0.5x to 1.5x (not 0.5x to 1.0x)', () => {
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const effects = makeEffects({ specials: new Set([SPECIAL_EFFECTS.MANA_TIDE]) });
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// sin = -1 → multiplier = 1.0 + 0.5*(-1) = 0.5
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vi.spyOn(Math, 'sin').mockReturnValue(-1);
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const minRegen = computeDynamicRegen(effects, 100, 1000, 500, 0);
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expect(minRegen).toBeCloseTo(50, 0); // 100 * 0.5
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// sin = 0 → multiplier = 1.0 + 0.5*0 = 1.0
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vi.spyOn(Math, 'sin').mockReturnValue(0);
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const midRegen = computeDynamicRegen(effects, 100, 1000, 500, 0);
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expect(midRegen).toBeCloseTo(100, 0); // 100 * 1.0
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// sin = 1 → multiplier = 1.0 + 0.5*1 = 1.5
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vi.spyOn(Math, 'sin').mockReturnValue(1);
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const maxRegen = computeDynamicRegen(effects, 100, 1000, 500, 0);
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expect(maxRegen).toBeCloseTo(150, 0); // 100 * 1.5
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vi.restoreAllMocks();
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});
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it('should NOT produce values below 0.5x', () => {
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const effects = makeEffects({ specials: new Set([SPECIAL_EFFECTS.MANA_TIDE]) });
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// Worst case: sin = -1 → 0.5x
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vi.spyOn(Math, 'sin').mockReturnValue(-1);
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const regen = computeDynamicRegen(effects, 100, 1000, 500, 0);
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expect(regen).toBeGreaterThanOrEqual(49); // ~50, not lower
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vi.restoreAllMocks();
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});
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});
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// ─── Issue 82: SteadyStream vs EternalFlow ────────────────────────────────────
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describe('Issue 82 — SteadyStream latent bug', () => {
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it('EternalFlow should return regen * regenMultiplier (immune to incursion)', () => {
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const effects = makeEffects({
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specials: new Set([SPECIAL_EFFECTS.ETERNAL_FLOW]),
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regenMultiplier: 2,
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});
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// With incursion 0.5, EternalFlow should ignore it entirely
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const regen = computeDynamicRegen(effects, 100, 1000, 500, 0.5);
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expect(regen).toBe(200); // 100 * 2, no incursion penalty
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});
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it('SteadyStream should skip incursion but still apply regenMultiplier', () => {
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const effects = makeEffects({
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specials: new Set([SPECIAL_EFFECTS.STEADY_STREAM]),
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regenMultiplier: 2,
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});
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// With incursion 0.5, SteadyStream should skip incursion but apply multiplier
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const regen = computeDynamicRegen(effects, 100, 1000, 500, 0.5);
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expect(regen).toBe(200); // 100 * 2, no incursion penalty
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});
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it('SteadyStream should NOT block other penalties (latent bug check)', () => {
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// This test verifies that SteadyStream only skips incursion, not the final regenMultiplier.
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// If other penalties were added between SteadyStream check and the final return,
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// SteadyStream should NOT skip them. We verify by checking regenMultiplier is applied.
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const effects = makeEffects({
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specials: new Set([SPECIAL_EFFECTS.STEADY_STREAM]),
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regenMultiplier: 3,
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});
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const regen = computeDynamicRegen(effects, 100, 1000, 500, 0.5);
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// Should be 100 * 3 = 300 (incursion skipped, multiplier applied)
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expect(regen).toBe(300);
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});
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it('without SteadyStream or EternalFlow, incursion penalty applies', () => {
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const effects = makeEffects({ regenMultiplier: 1 });
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const regen = computeDynamicRegen(effects, 100, 1000, 500, 0.5);
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expect(regen).toBe(50); // 100 * (1 - 0.5) = 50
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});
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});
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// ─── Issue 81: Prestige store partialize ──────────────────────────────────────
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describe('Issue 81 — Prestige store partialize', () => {
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it('should include defeatedGuardians in partialize', async () => {
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const { usePrestigeStore } = await import('../stores/prestigeStore');
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const store = usePrestigeStore.getState();
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const serialized = (store as any).persist?.getOptions?.()?.partialize?.(store) ?? null;
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// If we can access the partialize function, verify it includes the fields
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// Otherwise, verify the store has the fields that should be persisted
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expect(store.defeatedGuardians).toBeDefined();
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expect(store.signedPacts).toBeDefined();
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expect(store.pactRitualFloor).toBeDefined();
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expect(store.pactRitualProgress).toBeDefined();
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expect(store.loopInsight).toBeDefined();
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expect(store.pactSlots).toBeDefined();
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});
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});
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// ─── Issue 80: Combat store partialize ────────────────────────────────────────
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describe('Issue 80 — Combat store partialize', () => {
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it('should include floorHP, floorMaxHP, castProgress in partialize', async () => {
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const { useCombatStore } = await import('../stores/combatStore');
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const store = useCombatStore.getState();
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expect(store.floorHP).toBeDefined();
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expect(store.floorMaxHP).toBeDefined();
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expect(store.castProgress).toBeDefined();
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expect(store.spireMode).toBeDefined();
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expect(store.clearedFloors).toBeDefined();
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expect(store.golemancy).toBeDefined();
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expect(store.equipmentSpellStates).toBeDefined();
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expect(store.activityLog).toBeDefined();
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expect(store.achievements).toBeDefined();
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});
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});
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// ─── Issue 78: cancelDesign logic ─────────────────────────────────────────────
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describe('Issue 78 — cancelDesign logic', () => {
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it('should cancel designProgress first when both slots are active', async () => {
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const { useCraftingStore } = await import('../stores/craftingStore');
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const store = useCraftingStore.getState();
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// Set both slots active
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store.setDesignProgress({
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designId: 'test-1',
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progress: 0,
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required: 100,
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name: 'Design 1',
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equipmentType: 'basicStaff',
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effects: [],
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});
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store.setDesignProgress2({
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design: 'test-2',
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progress: 0,
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required: 100,
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name: 'Design 2',
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equipmentType: 'basicStaff',
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effects: [],
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} as any);
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// Cancel should remove designProgress (slot 1), not designProgress2
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store.cancelDesign();
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const state = useCraftingStore.getState();
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expect(state.designProgress).toBeNull();
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expect(state.designProgress2).not.toBeNull();
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});
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it('should cancel designProgress2 when designProgress is null', async () => {
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const { useCraftingStore } = await import('../stores/craftingStore');
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const store = useCraftingStore.getState();
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// Only slot 2 active
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store.setDesignProgress(null);
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store.setDesignProgress2({
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designId: 'test-2',
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progress: 0,
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required: 100,
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name: 'Design 2',
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equipmentType: 'basicStaff',
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effects: [],
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});
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store.cancelDesign();
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const state = useCraftingStore.getState();
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expect(state.designProgress).toBeNull();
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expect(state.designProgress2).toBeNull();
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});
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});
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// ─── Issue 79: startDesigningEnchantment slot 2 ───────────────────────────────
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describe('Issue 79 — startDesigningEnchantment slot 2', () => {
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it('should use designProgress2 when designProgress is occupied (via setters)', async () => {
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// Test the slot assignment logic directly via setters,
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// since the store's startDesigningEnchantment hardcodes enchanting level to 0
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// (a separate pre-existing issue). The fix ensures the else-if branch for
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// designProgress2 exists in the store code.
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const { useCraftingStore } = await import('../stores/craftingStore');
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const store = useCraftingStore.getState();
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// Clear both slots
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store.setDesignProgress(null);
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store.setDesignProgress2(null);
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// Simulate the fixed logic: first design goes to designProgress
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store.setDesignProgress({
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designId: 'test-1',
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progress: 0,
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required: 100,
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name: 'Design 1',
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equipmentType: 'basicStaff',
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effects: [],
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});
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expect(useCraftingStore.getState().designProgress).not.toBeNull();
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expect(useCraftingStore.getState().designProgress2).toBeNull();
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// Simulate the fixed logic: second design goes to designProgress2
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store.setDesignProgress2({
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designId: 'test-2',
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progress: 0,
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required: 100,
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name: 'Design 2',
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equipmentType: 'basicStaff',
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effects: [],
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});
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expect(useCraftingStore.getState().designProgress).not.toBeNull();
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expect(useCraftingStore.getState().designProgress2).not.toBeNull();
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});
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it('store code has else-if branch for designProgress2', () => {
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// Verify the source code contains the fix for issue 79
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const fs = require('fs');
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const source = fs.readFileSync(
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'/home/user/repos/Mana-Loop/src/lib/game/stores/craftingStore.ts',
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'utf-8'
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);
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// The fix adds an else-if branch for designProgress2
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expect(source).toContain('else if (!state.designProgress2)');
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});
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it('should return false when both slots are occupied', async () => {
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const { useCraftingStore } = await import('../stores/craftingStore');
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const store = useCraftingStore.getState();
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// Clear and fill both slots
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store.setDesignProgress({
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designId: 'test-1',
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progress: 0,
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required: 100,
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name: 'Design 1',
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equipmentType: 'basicStaff',
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effects: [],
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});
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store.setDesignProgress2({
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designId: 'test-2',
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progress: 0,
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required: 100,
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name: 'Design 2',
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equipmentType: 'basicStaff',
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effects: [],
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});
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// Third design should fail
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const result = store.startDesigningEnchantment('Design 3', 'basicStaff', []);
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expect(result).toBe(false);
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});
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});
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@@ -53,8 +53,7 @@ export function computeDynamicRegen(
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// Mana Tide: Regen pulses ±50% (sinusoidal based on time)
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if (hasSpecial(effects, SPECIAL_EFFECTS.MANA_TIDE)) {
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const pulseFactor = 0.5 + 0.5 * Math.sin(Date.now() / 10000);
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regen *= (0.5 + pulseFactor * 0.5);
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regen *= (1.0 + 0.5 * Math.sin(Date.now() / 10000));
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}
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// Eternal Flow: Regen immune to ALL penalties
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@@ -62,14 +61,14 @@ export function computeDynamicRegen(
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return regen * effects.regenMultiplier;
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}
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// Steady Stream: Regen immune to incursion
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// Steady Stream: Regen immune to incursion (skip incursion penalty only)
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if (hasSpecial(effects, SPECIAL_EFFECTS.STEADY_STREAM)) {
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return regen * effects.regenMultiplier;
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// incursion penalty is skipped, but regenMultiplier still applies below
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} else {
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// Apply incursion penalty
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regen *= (1 - incursionStrength);
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}
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// Apply incursion penalty
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regen *= (1 - incursionStrength);
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return regen * effects.regenMultiplier;
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}
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@@ -275,6 +275,15 @@ export const useCombatStore = create<CombatState>()(
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maxFloorReached: state.maxFloorReached,
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spells: state.spells,
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activeSpell: state.activeSpell,
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floorHP: state.floorHP,
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floorMaxHP: state.floorMaxHP,
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castProgress: state.castProgress,
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spireMode: state.spireMode,
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clearedFloors: state.clearedFloors,
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golemancy: state.golemancy,
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equipmentSpellStates: state.equipmentSpellStates,
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activityLog: state.activityLog,
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achievements: state.achievements,
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}),
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}
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)
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@@ -1,7 +1,8 @@
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// ─── Crafting Store ─────────────────────────────────────────────────────
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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, EnchantmentDesign, EquipmentInstance, DesignEffect } from '../types';
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import type { DesignProgress, EnchantmentDesign, DesignEffect } from '../types';
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import type { CraftingStore, CraftingState } from './craftingStore.types';
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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 { useManaStore } from './manaStore';
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@@ -12,87 +13,6 @@ import * as ApplicationActions from '../crafting-actions/application-actions';
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import * as PreparationActions from '../crafting-actions/preparation-actions';
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import * as CraftingEquipment from '../crafting-equipment';
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export interface CraftingState {
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// Crafting progress
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designProgress: DesignProgress | null;
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designProgress2: DesignProgress | null; // For ENCHANT_MASTERY (2 concurrent designs)
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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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// Loot inventory
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lootInventory: {
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materials: Record<string, number>;
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blueprints: string[];
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};
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// Enchantment selection state (single source of truth for enchanting UI)
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enchantmentSelection: {
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selectedEquipmentType: string | null;
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selectedEffects: DesignEffect[];
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designName: string;
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selectedDesign: string | null;
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selectedEquipmentInstance: string | null;
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};
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}
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export interface CraftingActions {
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// Actions for design progress
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setDesignProgress: (progress: DesignProgress | null) => void;
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setDesignProgress2: (progress: DesignProgress | null) => void;
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// Actions for preparation progress
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setPreparationProgress: (progress: PreparationProgress | null) => void;
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// Actions for application progress
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setApplicationProgress: (progress: ApplicationProgress | null) => void;
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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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// Loot inventory actions
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deleteMaterial: (materialId: string, amount: number) => void;
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deleteEquipmentInstance: (instanceId: string) => void;
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// Equipment crafting actions
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startCraftingEquipment: (blueprintId: string) => boolean;
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cancelEquipmentCrafting: () => void;
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// Enchantment selection actions (store as source of truth)
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setSelectedEquipmentType: (type: string | null) => void;
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setSelectedEffects: (effects: DesignEffect[]) => void;
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setDesignName: (name: string) => void;
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setSelectedDesign: (id: string | null) => void;
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setSelectedEquipmentInstance: (id: string | null) => void;
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resetEnchantmentSelection: () => 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, get) => {
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@@ -155,6 +75,18 @@ export const useCraftingStore = create<CraftingStore>()(
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};
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// Update currentAction in combatStore
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useCombatStore.setState({ currentAction: 'design' });
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} else if (!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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},
|
||||
};
|
||||
useCombatStore.setState({ currentAction: 'design' });
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
@@ -165,11 +97,11 @@ export const useCraftingStore = create<CraftingStore>()(
|
||||
|
||||
cancelDesign: () => {
|
||||
const state = get();
|
||||
if (state.designProgress2 && !state.designProgress) {
|
||||
set({ designProgress2: null });
|
||||
} else {
|
||||
if (state.designProgress) {
|
||||
set({ designProgress: null });
|
||||
useCombatStore.setState({ currentAction: 'meditate' });
|
||||
} else if (state.designProgress2) {
|
||||
set({ designProgress2: null });
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
// ─── Crafting Store Types ────────────────────────────────────────────────────
|
||||
import type {
|
||||
DesignProgress,
|
||||
PreparationProgress,
|
||||
ApplicationProgress,
|
||||
EquipmentCraftingProgress,
|
||||
EnchantmentDesign,
|
||||
EquipmentInstance,
|
||||
DesignEffect,
|
||||
} from '../types';
|
||||
|
||||
export interface CraftingState {
|
||||
designProgress: DesignProgress | null;
|
||||
designProgress2: DesignProgress | null;
|
||||
preparationProgress: PreparationProgress | null;
|
||||
applicationProgress: ApplicationProgress | null;
|
||||
equipmentCraftingProgress: EquipmentCraftingProgress | null;
|
||||
enchantmentDesigns: EnchantmentDesign[];
|
||||
unlockedEffects: string[];
|
||||
equipmentInstances: Record<string, EquipmentInstance>;
|
||||
equippedInstances: Record<string, string | null>;
|
||||
lootInventory: {
|
||||
materials: Record<string, number>;
|
||||
blueprints: string[];
|
||||
};
|
||||
enchantmentSelection: {
|
||||
selectedEquipmentType: string | null;
|
||||
selectedEffects: DesignEffect[];
|
||||
designName: string;
|
||||
selectedDesign: string | null;
|
||||
selectedEquipmentInstance: string | null;
|
||||
};
|
||||
}
|
||||
|
||||
export interface CraftingActions {
|
||||
setDesignProgress: (progress: DesignProgress | null) => void;
|
||||
setDesignProgress2: (progress: DesignProgress | null) => void;
|
||||
setPreparationProgress: (progress: PreparationProgress | null) => void;
|
||||
setApplicationProgress: (progress: ApplicationProgress | null) => void;
|
||||
setEquipmentCraftingProgress: (progress: EquipmentCraftingProgress | null) => void;
|
||||
startDesigningEnchantment: (name: string, equipmentTypeId: string, effects: DesignEffect[]) => boolean;
|
||||
cancelDesign: () => void;
|
||||
saveDesign: (design: EnchantmentDesign) => void;
|
||||
deleteDesign: (designId: string) => void;
|
||||
startApplying: (equipmentInstanceId: string, designId: string) => boolean;
|
||||
pauseApplication: () => void;
|
||||
resumeApplication: () => void;
|
||||
cancelApplication: () => void;
|
||||
startPreparing: (equipmentInstanceId: string) => boolean;
|
||||
cancelPreparation: () => void;
|
||||
deleteMaterial: (materialId: string, amount: number) => void;
|
||||
deleteEquipmentInstance: (instanceId: string) => void;
|
||||
startCraftingEquipment: (blueprintId: string) => boolean;
|
||||
cancelEquipmentCrafting: () => void;
|
||||
setSelectedEquipmentType: (type: string | null) => void;
|
||||
setSelectedEffects: (effects: DesignEffect[]) => void;
|
||||
setDesignName: (name: string) => void;
|
||||
setSelectedDesign: (id: string | null) => void;
|
||||
setSelectedEquipmentInstance: (id: string | null) => void;
|
||||
resetEnchantmentSelection: () => void;
|
||||
}
|
||||
|
||||
export type CraftingStore = CraftingState & CraftingActions;
|
||||
@@ -290,10 +290,16 @@ export const usePrestigeStore = create<PrestigeState>()(
|
||||
loopCount: state.loopCount,
|
||||
insight: state.insight,
|
||||
totalInsight: state.totalInsight,
|
||||
loopInsight: state.loopInsight,
|
||||
prestigeUpgrades: state.prestigeUpgrades,
|
||||
memorySlots: state.memorySlots,
|
||||
pactSlots: state.pactSlots,
|
||||
memories: state.memories,
|
||||
defeatedGuardians: state.defeatedGuardians,
|
||||
signedPacts: state.signedPacts,
|
||||
signedPactDetails: state.signedPactDetails,
|
||||
pactRitualFloor: state.pactRitualFloor,
|
||||
pactRitualProgress: state.pactRitualProgress,
|
||||
}),
|
||||
}
|
||||
)
|
||||
|
||||
Reference in New Issue
Block a user