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// ─── Combat Store ─────────────────────────────────────────────────────────────
// Handles floors, spells, guardians, combat, and casting
import { create } from 'zustand';
import { persist } from 'zustand/middleware';
import { SPELLS_DEF, GUARDIANS, HOURS_PER_TICK } from '../constants';
import type { GameAction, SpellState } from '../types';
import { getFloorMaxHP, getFloorElement, calcDamage } from '../utils';
import { usePrestigeStore } from './prestigeStore';
export interface CombatState {
// Floor state
currentFloor: number;
floorHP: number;
floorMaxHP: number;
maxFloorReached: number;
// Action state
activeSpell: string;
currentAction: GameAction;
castProgress: number;
// Spells
spells: Record<string, SpellState>;
// Actions
setCurrentFloor: (floor: number) => void;
advanceFloor: () => void;
setFloorHP: (hp: number) => void;
setMaxFloorReached: (floor: number) => void;
setAction: (action: GameAction) => void;
setSpell: (spellId: string) => void;
setCastProgress: (progress: number) => void;
// Spells
learnSpell: (spellId: string) => void;
setSpellState: (spellId: string, state: Partial<SpellState>) => void;
// Combat tick
processCombatTick: (
skills: Record<string, number>,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
maxMana: number,
attackSpeedMult: number,
onFloorCleared: (floor: number, wasGuardian: boolean) => void,
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }>; logMessages: string[] };
// Reset
resetCombat: (startFloor: number, spellsToKeep?: string[]) => void;
}
export const useCombatStore = create<CombatState>()(
persist(
(set, get) => ({
currentFloor: 1,
floorHP: getFloorMaxHP(1),
floorMaxHP: getFloorMaxHP(1),
maxFloorReached: 1,
activeSpell: 'manaBolt',
currentAction: 'meditate',
castProgress: 0,
spells: {
manaBolt: { learned: true, level: 1, studyProgress: 0 },
},
setCurrentFloor: (floor: number) => {
set({
currentFloor: floor,
floorHP: getFloorMaxHP(floor),
floorMaxHP: getFloorMaxHP(floor),
});
},
advanceFloor: () => {
set((state) => {
const newFloor = Math.min(state.currentFloor + 1, 100);
return {
currentFloor: newFloor,
floorHP: getFloorMaxHP(newFloor),
floorMaxHP: getFloorMaxHP(newFloor),
maxFloorReached: Math.max(state.maxFloorReached, newFloor),
castProgress: 0,
};
});
},
setFloorHP: (hp: number) => {
set({ floorHP: Math.max(0, hp) });
},
setMaxFloorReached: (floor: number) => {
set((state) => ({
maxFloorReached: Math.max(state.maxFloorReached, floor),
}));
},
setAction: (action: GameAction) => {
set({ currentAction: action });
},
setSpell: (spellId: string) => {
const state = get();
if (state.spells[spellId]?.learned) {
set({ activeSpell: spellId });
}
},
setCastProgress: (progress: number) => {
set({ castProgress: progress });
},
learnSpell: (spellId: string) => {
set((state) => ({
spells: {
...state.spells,
[spellId]: { learned: true, level: 1, studyProgress: 0 },
},
}));
},
setSpellState: (spellId: string, spellState: Partial<SpellState>) => {
set((state) => ({
spells: {
...state.spells,
[spellId]: { ...(state.spells[spellId] || { learned: false, level: 0, studyProgress: 0 }), ...spellState },
},
}));
},
processCombatTick: (
skills: Record<string, number>,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
maxMana: number,
attackSpeedMult: number,
onFloorCleared: (floor: number, wasGuardian: boolean) => void,
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
) => {
const state = get();
const logMessages: string[] = [];
if (state.currentAction !== 'climb') {
return { rawMana, elements, logMessages };
}
const spellId = state.activeSpell;
const spellDef = SPELLS_DEF[spellId];
if (!spellDef) {
return { rawMana, elements, logMessages };
}
// Calculate cast speed
const baseAttackSpeed = 1 + (skills.quickCast || 0) * 0.05;
const totalAttackSpeed = baseAttackSpeed * attackSpeedMult;
const spellCastSpeed = spellDef.castSpeed || 1;
const progressPerTick = HOURS_PER_TICK * spellCastSpeed * totalAttackSpeed;
let castProgress = (state.castProgress || 0) + progressPerTick;
let floorHP = state.floorHP;
let currentFloor = state.currentFloor;
let floorMaxHP = state.floorMaxHP;
// Process complete casts
while (castProgress >= 1) {
// Check if we can afford the spell
const cost = spellDef.cost;
let canCast = false;
if (cost.type === 'raw') {
canCast = rawMana >= cost.amount;
if (canCast) rawMana -= cost.amount;
} else if (cost.element) {
const elem = elements[cost.element];
canCast = elem && elem.unlocked && elem.current >= cost.amount;
if (canCast) {
elements = {
...elements,
[cost.element]: { ...elem, current: elem.current - cost.amount },
};
}
}
if (!canCast) break;
// Calculate damage
const floorElement = getFloorElement(currentFloor);
const damage = calcDamage(
{ skills, signedPacts: usePrestigeStore.getState().signedPacts },
spellId,
floorElement
);
// Apply damage
floorHP = Math.max(0, floorHP - damage);
castProgress -= 1;
// Check if floor is cleared
if (floorHP <= 0) {
const wasGuardian = GUARDIANS[currentFloor];
onFloorCleared(currentFloor, !!wasGuardian);
currentFloor = Math.min(currentFloor + 1, 100);
floorMaxHP = getFloorMaxHP(currentFloor);
floorHP = floorMaxHP;
castProgress = 0;
if (wasGuardian) {
logMessages.push(`⚔️ ${wasGuardian.name} defeated!`);
} else if (currentFloor % 5 === 0) {
logMessages.push(`🏰 Floor ${currentFloor - 1} cleared!`);
}
}
}
set({
currentFloor,
floorHP,
floorMaxHP,
maxFloorReached: Math.max(state.maxFloorReached, currentFloor),
castProgress,
});
return { rawMana, elements, logMessages };
},
resetCombat: (startFloor: number, spellsToKeep: string[] = []) => {
const startSpells = makeInitialSpells(spellsToKeep);
set({
currentFloor: startFloor,
floorHP: getFloorMaxHP(startFloor),
floorMaxHP: getFloorMaxHP(startFloor),
maxFloorReached: startFloor,
activeSpell: 'manaBolt',
currentAction: 'meditate',
castProgress: 0,
spells: startSpells,
});
},
}),
{
name: 'mana-loop-combat',
partialize: (state) => ({
currentFloor: state.currentFloor,
maxFloorReached: state.maxFloorReached,
spells: state.spells,
activeSpell: state.activeSpell,
}),
}
)
);
// Helper function to create initial spells
export function makeInitialSpells(spellsToKeep: string[] = []): Record<string, SpellState> {
const startSpells: Record<string, SpellState> = {
manaBolt: { learned: true, level: 1, studyProgress: 0 },
};
// Add kept spells
for (const spellId of spellsToKeep) {
startSpells[spellId] = { learned: true, level: 1, studyProgress: 0 };
}
return startSpells;
}